Or you know, ANet could just come out and say something about the issue.
Talk is cheap and yet that’s all we’re asking for.
Because despite a certain Hypervole (close WvW matches do exist) the OP has a point.
WvW has so many questionable design decisions that really don’t make sense despite the basic ingredients being fun.
Yeah the programming team did a reddit AMA just yesterday (or the day before).
Unfortunately they really didn’t give any new insight into anything.
Just the usual “we’re working on it” , “this is currently under review” bla bla.
Yes, WvW currently has quite a few mechanics that favor the dominating team instead of encouraging the underdogs.
Repair bills are one factor, although I find them to be fairly low all things considered. I’d still much rather see costs for waypoints (which are currently free) instead of repair bills.
The irony is that it would probably come down to the same 90% of the time, but players would disassociate death with repair bills (even though they’d still have to pay the waypoint costs).
The Orb buffs are obviously the pinnacle of this imbalance making already stronger opponents even harder to kill. I’m not sure how they pictured this working out.
Downed state is another mechanic that favors larger forces making it practically impossible to defeat a significantly larger force.
I think in general every class should have:
1. Damage ability
2. Interrupt ability – this can range from throwing a Hammer to Teleporting away. It should have about 5 seconds cooldown so you can’t stop an immediate stomp.
3. A suicide button with a cast time longer than the stomp. You could add potentially cool effects similar to Vengeance. However the player needs to end up defeated. This needs to have around 10 seconds CD so people can’t pop it straight away.
4. Your standard heal.
With every class having similar abilities the downed imbalance should be dealt with. Now to fixing the actual mechanics.
1. Direct Damage needs to interrupt healing efforts on a player.
2. Resurrecting defeated players should only be possible out of combat.
That would make downed state a lot more bearable in PvP, both tPvP and WvW.
I took this screenshot today that demonstrates the problem quite well.
I mean really, how many more mobs could you fit into such a confined space?
Here’s the thing.
There will ALWAYS be a “Most efficient”.
There will ALWAYS be a “Most gold”.
There will ALWAYS be this.
The PLAYERS are the ones who find it.
This is true of course, but it still doesn’t have to be as extreme as it is today.
For example it would be a good start if “the most efficient Karma grind” and “the most profitable Event chain” were two separate events chains, ideally in two different regions.
Give people viable alternatives when they see a certain area is overcrowded.
I know it’s hard when players will always look for the most efficient. Where do they draw the line? Is a 10% less efficient path acceptable? Is 5% less cash acceptable? Who knows?
Anyway, I still think ANet should do more to encourage us to leave Orr.
I mean they can’t be all that pleased by the focus and contention these zones get?
Downed state doesnt counter spike builds, it counters smaller forces that out play you.
This is exactly why it is so ridiculous to have downed state in WVW — it grossly favours the larger, not more skilled, group, and trivialises keep attacks/defenses so that an attacking force can just keep rezzing and hitting your door.
It should be removed in PVP or rezzing should break on direct damage. Defeated players should be unrezzable 20 seconds after being ‘defeated’.
This is by far the most important reason to have it removed/changed.
Regardless of 2v1s and other skirmish situations, the downed system is just another system (similar to Orbs) that favors the larger force instead of trying to encourage the weaker.
I like the Health Regen food since I’m always stuck in combat for extended periods of time.
Im tired of people complaining about having to run long distances to get back into the fight.
What do you want, the ability to teleport back into every fight, so that its neverending? The ebb and flow of the battle is determined by losing players being forced to run back, and then run back forces you as a player to make more careful decisions when you are going to pvp.
Yes, this is typically the advantage you’d get from killing a player. A brief moment of relief before he comes back to fight you.
If you respawn and walk back, this process would typically take a minute or two. That’s enough time to tip the momentum of battle.
But with the downed state this isn’t possible since people can be rezzed so freely and unimpaired.
Removing the downed state would do a great deal to fix many of the current WvW issues. It would buff defenders significantly as they’d have a much better chance and holding off attackers.
It would make positions on the map more strategic since you have to factor in respawn times. Taking a tower deep in enemy territory would be significantly harder than taking one close by.
And I’ve already described how it would give small, efficient groups a better chance of making a significant impact. If your group has a kill/death rate of 5:1 then it should mean something.
Sometimes I think a downvote/upvote system would be great for such forums.
So many thing disappear because they don’t cause enough controversy to provoke comments.
On the other hand provocative posts, opinionated blabber etc. attract far more attention because everyone can chime in.
I did get a random exotic drop yesterday. So they do drop. But it was my first in 350 hours of playtime.
So yeah, it’s pretty rare.
Yes, the way Orr turned out goes against the entire GW2 philosophy.
Why not make the entire world our playground instead of the same 10 Events in Orr?
People stay in Orr because of:
1. Most efficient Karma
2. High level crafting Mats
3. Best loot
4. Most money
All of these could be easily fixed by.
1. Having all events in the world reward the same amount of Karma at any given level? All events are super easy so I don’t accept the argument that downleveled content is easy.
2. Have high level mats spawn all over the World (Orchi, Oak etc.). Low levels can’t farm them anyway and it would be another reason to go out an explore.
3. Loot is a bit tricky, but should mainly scale with character level. This is already the case, but needs optimizing.
4. Rewards too should be based on character level, just like Karma.
There, fixed the Orr farming by making the whole world your playground by simply adjusting some numbers.
I’ll support any anti-downed state thread I come across.
1. Because rezzing somebody in 2-3 seconds I just took 20 seconds to kill is pretty stupid.
2. Not everybody has constant interrupt abilities to stop people from rezzing.
3. It makes it impossible for smaller groups to achieve anything against larger Zergs in WvW, even if they kill 2-3 times their own numbers. People just rezz and keep going.
4. It makes it very hard to break a Siege. All it takes is a few seconds and someone is back up on their feet, continuing to smash your gate. Really, what’s the best a defender can hope to achieve is such situations?
5. It kills skill. It makes 2v1s much harder than they are in any other MMO, let alone 3v1s. This undermines a lot of satsifaction you get from PvP. If winning 1v1 is the best you can reasonably hope for then PvP is going to start feeling awfully bland.
6. Downed states are really unbalanced among classes. Yes, you could try and balance them but why fix a broken system? Keep in in PvE, remove it from PvP.
7. People abuse it in tPvP to stop you from respawning. That’s right, your enemies prefer to keep you downed rather than see you resurrect. And without a suicide option there’s nothing you can do about it.
8. En contraire to what some people say, it does the exact opposite of encouraging tactics. It promotes zerging because thanks to downed state, numbers > all.
______________________________________________
What they should do is this:
1. Make it so that friendly rezzing is interrupted by direct damage, just like the self-healing is.
2. Make it impossible to rezz defeated players while “in combat”.
3. Rework downed abilities. Give each profession 1 ability to interrupt and 1 ability to commit suicide in a styleful way. That way you address the most pressing concerns without gutting the “feature”.
Downed State is PvP is like Underwater Combat. Cool only until you play it.
I’ll support any anti-downed state thread I come across.
1. Because rezzing somebody in 2-3 seconds I just took 20 seconds to kill is pretty stupid.
2. Not everybody has constant interrupt abilities to stop people from rezzing.
3. It makes it impossible for smaller groups to achieve anything against larger Zergs in WvW, even if they kill 2-3 times their own numbers. People just rezz and keep going.
4. It makes it very hard to break a Siege. All it takes is a few seconds and someone is back up on their feet, continuing to smash your gate. Really, what’s the best a defender can hope to achieve is such situations?
5. It kills skill. It makes 2v1s much harder than they are in any other MMO, let alone 3v1s. This undermines a lot of satsifaction you get from PvP. If winning 1v1 is the best you can reasonably hope for then PvP is going to start feeling awfully bland.
6. Downed states are really unbalanced among classes. Yes, you could try and balance them but why fix a broken system? Keep in in PvE, remove it from PvP.
7. People abuse it in tPvP to stop you from respawning. That’s right, your enemies prefer to keep you downed rather than see you resurrect. And without a suicide option there’s nothing you can do about it.
8. En contraire to what some people say, it does the exact opposite of encouraging tactics. It promotes zerging because thanks to downed state, numbers > all.
______________________________________________
What they should do is this:
1. Make it so that friendly rezzing is interrupted by direct damage, just like the self-healing is.
2. Make it impossible to rezz defeated players while “in combat”.
3. Rework downed abilities. Give each profession 1 ability to interrupt and 1 ability to commit suicide in a styleful way. That way you address the most pressing concerns without gutting the “feature”.
It’s funny how a massive AMA like that can yield such little real information.
I know the trolls were saying things like “we’re looking into it”, “it’s currently under review” etc. etc.
Why do developers bother doing AMAs when they really don’t have anything to say?
I’ve been kittening about Initiative for months now. It’s a flawed concept and will never seem fair or balanced.
The thing people seem to forget though is that Initiative isn’t just overpowered in that it allows us to spam our most efficient attacks, but it’s also holding us back.
You see, as long as we can chain 2-3 identical attacks, none of these can be really powerful in themselves. We won’t ever get CC, interrupts or any interesting skills really as long as we are able to spam our core abilities.
I too think it needs to go…nothing else will truly fix the problem.
But I’m afraid ANet is too occupied to deal with this kind of “luxury problem” right now.
Yeah, don’t range at Heartseeker if you get killed by it, that’s what it’s there for.
However spamming Heartseeker at a target with more than 50% HP is a clear sign of a noob.
About WP costs, I remember a lot of people whining about it being too high, yet when I finally reach 80, I found out it wasn’t as bad as people would make it sound. It’s like 4s only for going from a corner of the map to the other side of the map..
Well it depends on how much you travel. But to put it into perspective, you’d have to do at least 3 events at your destination to cover the costs of just going there, let alone going back.
The reason I’m want them lowered, as are many of the suggestion I proposed, is to get people out into the world rather than everyone running around Orr like a Bot.
And who moved this into the suggestion Forums? Might as well have dumped it straight into the trashcan. Nobody ever reads the suggestion forums.
The “go out of style” is good for impatient people who solo most of the time, but I don’t want it. >_< It takes away the teamwork. In PVE, it feels nice if someone just pop-out and heal you before you became downstate. There’re few times I thought there’s no one around to resurrect me. Suddenly, someone came out of nowhere and heal me. If this suggestion applies, people who goes down state will instantly premature suicide. People will develop that habit.
If healing a downed player will be interrupted by direct damage, no one wants to resurrect another player at the middle of battle. >_<
The changes to the downed state are not directed at PvE and nor should they impact it much. It’s all about fixing PvP issues .
I can’t think of many cases in PvE where I’d want to die rather than hope for a rezz. And that’s still a perfectly viable option.
And the 3 second cast-time would just be to stop people denying you kills.
(edited by Dee Jay.2460)
It’s funny, the game actually lets you zoom out a lot more during the Lupius encounter in Arah Explorable. So technically it’s possible.
I assume they limited the zoom for performance reasons.
I just had a cool idea on how to deal with the many downed-state issues.
As a reminder, these are some top issues:
1. General imbalance of downed abilities. Some are better than others, some classes can interrupt executes multiple times in succession etc.
2. People being kept in “downed state” for as long as possible in tPvP without the option to suicide.
I believe the answers to these two issues lie with the Warrior.
The Warrior has one ability (Hammer Toss) to interrupt an execute, which I think is fine, as well as the ability to take “Vengeance” which ends up defeating him in the process.
A form of “Vengeance”, aka a way to “go out in style” is what all classes really need. Ideally this new ability would then replace others that are causing the massive imbalances in downed state.
Generally I’d recommend downed abilities fit the following profile:
1. Standard Attack ability
2. Ability to interrupt an Execute (on a 10-15 second CD)
3. Ability to “go out in style” (3 second cast-time)
4. Bandage for self-healing.
The 3 second cast-time is so that players can’t deny others executes unless they make up their mind beforehand. On that note I’d also like to see the Execute animation sped up to 2 seconds.
Anyway, I’ve drafted some cool abilities that follow this model, but they’re just ideas used to explain the concept.
This would leave us with the following
Warrior
- no changes needed since it already follows this model
Guardian
-Replace Symbol of Judgment with “Noble Sacrifice”: Heals all surrounding allies for 30% of their HP, defeating the Guardian in the process.
Engineer
-Booby trap just needs its damage buffed and then it serves the purpose. Obviously it need to “defeat” the Engineer in the process.
Ranger
-Replace Lick Wounds with “Rabies”: Revive your pet and send it on a 10 second killing spree (buffing the pet significantly) defeating the Ranger in the process.
Thief
-Smoke Bomb now provides 8 seconds of Stealth for nearby allies, defeating the Thief in the process.
Elementalist
-Replace Grasping Earth with “Elemental Revenge”: Go out in an elemental explosion chilling, burning, immobilizing and dazing nearby foes.
Mesmer
-Change Phantasmal Rouge so that the player actually becomes the Rogue, defeating the Mesmer in the process.
Thoughts?
Profession changes
Downed State and Death
-Every class now has an ability to “go out in style”, prematurely ending the downed state.
-Healing a downed player will now be interrupted by direct damage.
-Downed players will now received a threat drop when downed and be considered a lower target priority by most mobs (exceptions apply).
-Defeated players can now only be resurrected when the player is out of combat.
General ability changes
-Quickness has been reduced to a 50% speed increase, down from a 100%.
-All “downed state” abilities have been rebalanced. No class has the ability to interrupt more than one one execute once every 12 seconds.
-All classes have been provided an ability that allows them to “go out in style”.
Guardian
-Downed State: Symbol of Judgment replaced with “Noble Sacrifice”.
“Noble Sacrifice” heals all surrounding allies for 30% of their HP, defeating the Guardian in the process. 3 second cast-time.
Warrior
-Vengeance now has a 3 second cast-time.
Engineer
-Booby trap now deals significantly more damage while defeating the player is the process. 3 second cast-time.
Ranger
-Lick Wounds is replaced with “Rabies”. “Rabies” allows you to take direct control of your frenzied pet for 10 seconds before being defeated. 3 second cast-time.
Thief
-Steal can no longer be used while other abilities are being cast.
-Assassin’s Reward now grants 3 stacks of Might for 10 seconds instead of 5 Stacks for 5 seconds.
-Body Shot replaced with “Leg Shot” that roots the target for 1 second.
-Shadow Assault has been replaced with “Sulfur Bomb”, a PbAoE gas cloud causing Poison Damage and cloaking the Thief for 2 seconds.
-Haste no longer prevents Stamina regeneration.
-Downed State: Smoke Bomb now grants all nearby allies 8 seconds of Stealth, while defeating the player. 3 second cast-time.
Elementalist
-Downed State: Grasping Earth replaced with “Elemental Revenge”: Go out in an elemental explosion affecting nearby foes with burning, chill, daze and immobalize. 3 second cast-time.
Mesmer
-Downed State: Phantasmal Rogue: Become a Phantasmal Rogue for 10 seconds before being defeated. 3 second cast-time.
Necromancer
-Downed State: Fetid Ground now fears enemies for 3 seconds while applying Poison, Weakness and Bleeds, defeating the Necromancer in the process. 3 second cast-time.
Player vs. Player
WvW changes
-The “Outmanned” buff now provides a 10% stat-boost.
-The Orbs now increase the amount of Gold and Karma gained in WvW as well as the chances of looting “Badges of Honor” by 15% per Orb.
-Catapults and various other knockback abilities now longer work through keep doors.
-Each faction is awarded one point for every enemy player killed.
PvP changes
-Games now stop as soon as a match has ended.
-Added a “Leave match” option at the end of each round.
-The “Finish” ability will now execute in 2 seconds instead of 3.
sPvP
-Raid of the Capricorn has had the number of sharks cut in half.
tPvP
-It is no longer possible to alter weapons-sets or traits once a match has started.
-Added an ELO-based ranking system.
Bug Fixes
-Fixed a Bug that caused the Borderlands Jumping Puzzle Vaults to be inaccessible.
-Fixed a Sound looping bug caused by massive events.
-Fixed spawning and invulnerability issues with various mobs.
-Fixed issues with player-culling causing visible enemies to remain invisible for longer than intended.
So I was on a lengthy train-ride today and couldn’t stop thinking about the game. I ended up compiling an extensive list of changes, both content and balance wise, that I’d like to see in the game.
This list has been mostly based off my personal playing experience as well as various forum discussions.
Since I only play a Thief I avoided making suggestions on how to balance the other classes. I’ll leave that to other players since they too obviously need adjustments.
_______________________________________________
General Changes
-Improved the LFG feature: You can now select which Dungeons you wish to visit from a list and see other players listed for those Dungeons.
-The camera can now be zoomed into first person view for maximum viewing pleasure.
-The “field of view” can now be scaled up to 80 (from 65) in the options menu.
-Added an option to scale the intensity of “Bloom”.
World Changes
Mobs
-Mob threat mechanics have been reworked. Mobs should no longer single out individual players and pursue them for longer periods of time.
-The respawn times on various mobs have been increased significantly.
-Conditions on targets are no longer capped at 25. Vulnerability is now capped at 50, while Bleeds can be stacked indefinitely.
-Veteran mobs will now drop ever increasingly better loot, the longer they remain alive.
Loot
-Rare crafting materials (Orchialicum, Orrian Oak and rare cooking ingredients) can now spawn in any zone and are no longer restricted to high-level zones.
-Item drops are now solely based on character level. Material and ingredients drops are still based on the environment and monsters.
-The chance of finding Mastercraft quality item from regular mobs has been reduced to compensate for the increased drop-rate from dungeons and chests.
Travel
-Travel expenses for using waypoints have been significantly reduced. They now take into account the level of your destination zone not just the distance and character level.
Dynamic Events
-Karma received for events is now solely based on character level. All events throughout the world award the same amount of Karma at any given level.
-Exceptions: The final stages of various Dynamic Event chains now reward an additional 20% Karma.
-Mob scaling has been improved, especially for large numbers of players participating in events. Mob Hit Points, Damage and Numbers will now scale better with the number of participating players.
-Diminishing Returns on Karma now apply to any event repeated within the hour.
Dungeons
-Various boss encounters have had their Hit-points rebalanced.
-Various boss encounter have learned new abilities or mechanics to make them more engaging.
-Explorable Dungeons bosses have had their loot improved and award at least one rare item at the end of each path.
-Story Mode Dungeons bosses have had their loot improved and should award more Mastercraft items.
Underwater combat would be o.k. if:
1. Underwater skills were more interesting and did more damage. They seem to do half of the damage your regular skills do.
2. I could actually maneuver in the water without attracting a bazillion adds. This is largely a byproduct of GW2’s insane mob density and respawn rate. Fixing that would do a lot to make underwater combat more bearable.
3. Mobs actually moved in predictable patterns and didn’t bug out constantly. Especially those big sharks and fishes zig-zag around the water due to their threat mechanic. It’s just wonky and very unnatural.
That said, I still don’t like Underwater Combat.
(edited by Dee Jay.2460)
I agree,
in theory sacrificing stats for more loot sounds like a reasonable trade-off.
But considering the nature of the game, the fact that farming PvE events is virtually no challenge etc. it really doesn’t work out that way.
In effect, Magic Find creates a huge gap between those that farm Orr with MF gear for a while and those who don’t.
We’re already getting to the point where you can’t compete in the market without farming your way through Orr with MF gear. It’s just poor design.
I shal perzonali wekom eweri Amerikan player to oua German server. We vill be delited to be ur hostz
But … you can’t open the vault?? Or have they fixed it?
Yeah….I’m curious…did they fix it? I thought not.
Anyway, my general rule is not to attack single players in Jumping Puzzles unless I see them attacking others. Groups of players however will be picked off 1 by 1.
What about allowing free transfers from high population servers to low population servers, make everything else paid. I know its not an original idea (I believe WoW did this) but it allows people to move out of full servers with the understanding that they’re not going back unless they pay for it. Lots of people will move just so that they can do things such as WvW again without waiting in queue for hours or actually manage to tag mobs and get loot from doing events.
This would allow people to hop off the bandwagon when they realize how full its getting, while stopping new people from getting on.
This makes sense, yes.
In general they should slowly “phase” out the free transfers, keeping those free that go to low population realms.
They can still give new accounts a 2-3 week grace period so they end up with their friends, but in general, these free transfers must end.
I really don’t get this.
WE, the community of the game, are pretty united in that we want the free server transfers to end.
We actually WANT ANet to charge money for this feature.
And yet they’re not doing it.
It’s like people are calling “shut up and take my money” while ANet is saying “no”…all while making the game worse.
Hmm, a crafty move.
Yes, this has been states over and over again.
Respawn timers are effing stupid in this game and need to be cut in half… minimum.
God forbid we go 10 seconds without being attacked by something.
I was contemplating farming for [The Incinerator] on my Asuran Thief.
I quickly dropped the idea after realizing I could barely see my Daggers.
I don’t think people should be able to switch weapon sets, build or traits during an ongoing sPvP/tPvP match.
Yes, their lack of actions regarding free server transfers and something to just mitigate the effects of night-capping have made me virtually give up on WvW.
But above all, their lack of communication is what is the most annoying.
No, I mean that Body Shot and Head Shot are underwhelming abilities in my experience. That’s 2 out of 5 skills. That’s quite a lot.
I liked the track too, but that was it.
Seriously, the entire video was clips of you jumping lone and unexpected people with the instant-gib Backstab build, all while having 2-3 Orb buffs active. I can hardly imagine a more cheesy setup You’d have to be playing with 1 hand to somehow lose those fights.
What happened to the days when people made videos of stuff worth showing? Uneven fights that were turned around due to random event or luck? Overcoming great odds with skillful play? Funny and humorous or dramatic events etc.
Who wants to see someone pick of loners in the most biased situations you could imagine?
I would like you to add “downed state/revives” to that list given what a detrimental impact they have on WvW strategies and tactics, giving a further advantage to an already more powerful enemy.
No…my precious!
Mesmer – they have everything other classes have, just better.
The current downed state makes every kill you make against a larger zerg absolutely meaningless.
In fact you might as well just give up because there is no way to decimate a zerg with significantly less players.
Downed state is a terrible design in any PvP environment. I mean if people in zergs can rezz each other in a matter of seconds….what’s the point of fighting?
ANet needs to admit that they didn’t foresee this, which is a perfectly legitimate thing to do and change it or remove it completely from PvP environment.
I want WvW to be about more than who can bring the most players and resources to the party, because that’s what it currently is.
We use duel Pistols because they are fashionable in duels.
We use Dual Pistols because they look cool. Other than that, they really are a little underpowered.
Initiative is a flawed mechanic, yes. But it also means that since Thief abilities can be spammed to an extent, that most of their weapon skills are rather simplistic by design.
Essentially Thieves are the Retribution Paladins of GW2.
Easy to learn and achieve good results with, but rarely found at a competitive level because of simplistic design.
You don’t seem to have recorded it in 1080p, so why upload it in 1080p?
As for the video. Well played I guess, against what I’m assuming are opponents who know what they are doing.
Good editing, not too long but no real WOW moments.
(edited by Dee Jay.2460)
I already felt like thief was most OP class, your data makes it pretty much incontrovertible.
You are making the false assumption that the most popular class is also the most powerful. Which isn’t the case.
People would often jump to the same conclusion in WoW but Ghostcrawler came out saying that the correlation between class popularity and relative prowess wasn’t as high as many people in the community claimed. In fact, so called “fotm re-rolling” wasn’t nearly as widespread as people made it out to be.
Granted re-rolling is a lot simpler in GW2 so the correlation is probably a lot higher. But it’s not the only factor that contributes to class popularity.
Ease of use and a strong archetype are probably the biggest drivers of class popularity. That’s why Paladins remained the most popular class in WoW despite shifting performance. That’s also why Warriors in most MMOs are always one of the most popular classes, regardless of power.
That said, here’s what I think makes Thieves so popular:
1. Strong archetype (Rogue, Warrior, Mage is your base RPG-trinity)
2. Simple play-style yielding good results
The fact that they can Crit people for 10.000+ is just icing on the cake that makes good headlines. It’s not however what makes Thieves so popular.
I still think the Thief class needs to be redesigned.
Initiative needs to go, they need more diverse weapon sets and more focus on utility skills, not just damage.
(edited by Dee Jay.2460)
He he,
and I just dropped the Backstab build after playing it for roughly a month because of it’s poor survivability.
I guess I’m a Hipster.
No bug-fixes, really?
That makes the 2nd consecutive week that the Borderlands JP are bugged.
People act as if we can Stealth like a Rogue in WoW.
We can’t. There are a very limited number of abilities that allow us to Stealth and glass-cannons don’t typically have very many of those.
A Warrior glass-cannon on the other hand will have both 80% more HP + Heavy Armor to compensate for the lack of Stealth.
Thieves seem OP to bad players because:
1. Most of their abilities are very straightforward
2. Initiative allows Thieves to repeatedly use the same abilities over and over again which looks cheap and cheesy to many players.
3. They don’t understand the Stealth Mechanics and hence consider it OP.
Well said Balidore,
Downed State is detrimental to tactical play and just further strengthens the already stronger force.
You can’t “wear down” enemies because they can rezz each other so quickly.
Tactics become meaningless because unless you can wipe out a zerg completely, there no point in fighting them. In an extreme case you could wipe out all but one players…and 3 minutes later the entire Zerg would be back on their feet.
Direct Damage should really interrupt the rezzing process the same way it interrupt the self-rezz. That would address many issues I have with the downed state in both WvW and sPvP.
1. Close free server transfers
2. Keep 24/7 WvW battles
3. Introduce flexible scoring system based on current player activity.
4. Give +1 score for every player killed.
5…
6. Profit.
I think Condition builds work better in PvP than PvE.
In PvE there are a few things holding them back in Dungeons. Solo play it’s perfectly viable.
But in Dungeons:
1. There is a cap for 25 Bleeds. Fine if you’re the only heavy Bleeder but once 2 or even 3 players start rolling lots of Bleeds, then you’re in trouble and a lot of damage is lost.
2. Heartseeker likes to hit for roughly 5000 in certain PvE situations. And the ability is almost spamable. Now I haven’t done the maths but you’d need an awful lot of Bleeds to get anywhere close to such damage in a matter or seconds. I think Crit builds just deal more damage currently.
In PvP however it’s great. Yeah, Condition removals are quite abundant but the popular Bleed builds all have very short duration bleeds so it’s not a huge issue. I personally am a big fan of Pistol/Dagger.