It was 2 vs 20 but its ok we got’em both!
It was 2 vs 20 but its ok we got’em both!
Thief low hp but can heal in stealth and nearly perma blind, guardian has good healing good blinds and aegis, Ele could either use more hp or better mitigation skills but changing base health across the board is not a good idea.
It was 2 vs 20 but its ok we got’em both!
To use a Deimos Argument:
Necros class theme:
Death Shroud, minions, healthMesmers:
illusions, conditions, stealthElementalist:
The elements, attunements, aoe damageThief:
stealth, mobility, damageRangers:
pets, kiting, damageengineers:
tool kits/ tool belt, conditions, damagegaurdians:
boons, blocking, damage, armorwarriors:
land speed/health/armor/damage/passive effects/mobilitythat’s fair
Except for health is shared with necro, armor is shared with guardian, and thief can do quite a bit more damage. And shouldn’t land speed be rolled into mobility? Because that’s what it is?
So where a mesmer gets it’s clones to make up for not having a lot of hp or armor it gets something better as far as defenses go. Where an engineer might lack a bit of mobility they are gain quite a bit of defense from conditions like blind.
The point is that for every “bonus” a warrior has other classes have a compensation for it. Some better, some worse. But that’s beside the point.
So yeah, I fixed the list for you! That’s fair. Wouldn’t want you to appear biased in your comparison or anything.
shouldn’t adrenaline be on your list for warriors? Or do class specific mechanics cancel each other out? So deathshroud,illusions,ele attunement,kits,etc need to be removed.
I added it…and I’m questioning what “passive effects” are on that list. I think every class has “passive effects”. Some good, some bad. So that’s not even warrior thing, whatever it’s supposed to mean.
passive effects would be to me, self casting shake it off, self casting damage immunity, high passive healing from signet, passive healing from adrenal health (or whatever its called). These would be passive since you don’t actively have to use them.
yes other classes have these but they either suck, don’t trigger or are getting nerfed.
It was 2 vs 20 but its ok we got’em both!
Likes
Open field combat
smaller group objectives
the way the map around the runes is set up
dislikes
zerg to win, all benefit no drawback!
PPT in its current form, off hours way more important then even fights.
lack of a vision for what anet wants wvw to be.
It was 2 vs 20 but its ok we got’em both!
To use a Deimos Argument:
Necros class theme:
Death Shroud, minions, healthMesmers:
illusions, conditions, stealthElementalist:
The elements, attunements, aoe damageThief:
stealth, mobility, damageRangers:
pets, kiting, damageengineers:
tool kits/ tool belt, conditions, damagegaurdians:
boons, blocking, damage, armorwarriors:
land speed/health/armor/damage/passive effects/mobilitythat’s fair
Except for health is shared with necro, armor is shared with guardian, and thief can do quite a bit more damage. And shouldn’t land speed be rolled into mobility? Because that’s what it is?
So where a mesmer gets it’s clones to make up for not having a lot of hp or armor it gets something better as far as defenses go. Where an engineer might lack a bit of mobility they are gain quite a bit of defense from conditions like blind.
The point is that for every “bonus” a warrior has other classes have a compensation for it. Some better, some worse. But that’s beside the point.
So yeah, I fixed the list for you! That’s fair. Wouldn’t want you to appear biased in your comparison or anything.
shouldn’t adrenaline be on your list for warriors? Or do class specific mechanics cancel each other out? So deathshroud,illusions,ele attunement,kits,etc need to be removed.
It was 2 vs 20 but its ok we got’em both!
These events needs to be on there own maps (think obsidian sanctum) this way we stop getting people to tell others they need to leave the map if they are not doing the event, you know the people in the zone leveling. This also makes it that the people on the boss map are there just to fight the boss making sure you have the numbers you want.
It was 2 vs 20 but its ok we got’em both!
I wouldn’t bother with a siphoning build. At the moment Anet is very afraid of siphoning and is extremely quick to nerf it, but slow to buff it. Wait until we see what the “siphoning mastery” improvements are that are hinted at by dulfy.
yeah I want to know what it means to “slightly Nerf siphoning but buff mastery” what mastery? Vampiric master is overpowered in pve where you can have 6 pets feeding you life at once how does this justify a lowering of all siphoning traits?
It was 2 vs 20 but its ok we got’em both!
I have a siphon build that is 30/10/0/30. Dagger/dagger knights gear, scavanger runes, uses the new signet heal, sigil of blood, other sigil is open, omnom berry ghosts food,
pretty tanky with good damage, same weakness we always have thou can’t really deal with knockdowns,backs or stuns.
It was 2 vs 20 but its ok we got’em both!
I see why the devs are careful with necro, if you look at out tool set just a few minor changes could make us OP add to that most balancing is done for spvp and right now spvp is being taken over by the bunker/condi meta and we fit in that category pretty well so its hard to get changes to the things we need changed and there are things that we need changed.
besides if class population was the metric of change guard/warrior would be the classes most likely to get nerfed
It was 2 vs 20 but its ok we got’em both!
removing illusions would be like removing adrenaline from warriors, no one has asked for that. Your special mechanic is adrenalin not land speed, or the ability to almost ignore movement impairing effects, or the best passive healing, or the highest dps, or the highest hard cc (stun, knock backs, knock downs). So please stop playing at the game of everything you have is the definition of your class, its not and right now warriors are outside the balance spectrum and something needs to change. Warriors are too good at to many things and it seems the only people who don’t know this are warriors and devs.
btw, I think the real issue started at release when warriors started getting buffs and other classes ate nerfs. So even with nerfs the the warrior you still wouldn’t be in the same place as release because most classes are much different then we where back then.
do you know that warriors already got “best landspeed” during launch? just that during launch, they lack the sustain they have now, so no one bothered to say anything.
regarding nerfs, warriors have been receiving fair amount of nerfs since 10 dec 2013.
warriors will always have the best landspeed.
this will not change.
would you all warrior haters kindly please stop asking for the impossible?
thank you.Mesmers said that DE would never get nerfed guess what’s on the chopping block next.
They also said that illusionists celerity wouldn’t get nerfed. Guess what happened.
Thieves said their evades wouldn’t Be nerfed. They also said stealth wouldn’t be nerfed Revealed Got nerfed.
Eles didn’t think their healing would be nerfed and neither did guards
All classes have suffered nerfs that “would never” happen. And guess what they did. So stop trying to aimlessly say warriors won’t be nerfedwarriors have already been receiving various nerfs since 10 dec 2013. and before that as well.
but no, warrior haters kept on demanding for more blood.
them warrior haters will not stop until them warriors become free kills again.will receive nerf to healing signet and long bow pin down as well.
just not “landspeed” so keep on dreaming them warrior haters.
the Nerf to healing SIG is a joke, pin down gets a cast time (like a lot of class) you can see, and Anet said they are going to buff the active on healing SIG.
It was 2 vs 20 but its ok we got’em both!
removing illusions would be like removing adrenaline from warriors, no one has asked for that. Your special mechanic is adrenalin not land speed, or the ability to almost ignore movement impairing effects, or the best passive healing, or the highest dps, or the highest hard cc (stun, knock backs, knock downs). So please stop playing at the game of everything you have is the definition of your class, its not and right now warriors are outside the balance spectrum and something needs to change. Warriors are too good at to many things and it seems the only people who don’t know this are warriors and devs.
btw, I think the real issue started at release when warriors started getting buffs and other classes ate nerfs. So even with nerfs the the warrior you still wouldn’t be in the same place as release because most classes are much different then we where back then.
do you know that warriors already got “best landspeed” during launch? just that during launch, they lack the sustain they have now, so no one bothered to say anything.
regarding nerfs, warriors have been receiving fair amount of nerfs since 10 dec 2013.
warriors will always have the best landspeed.
this will not change.
would you all warrior haters kindly please stop asking for the impossible?
thank you.
I never said land speed was a problem or that you should lose it. I know you had it at launch and yes it wasn’t a problem when you didn’t have the sustain you have now. Here is the crux at the time you could use it to flee and live now with you use it to repeatedly leave the fight so your passive healing can top you off and you come right back in. So something that wasn’t a problem before now becomes a problem due to other changes.
don’t like that answer? Well Necro didn’t like all the nerfs it received due to Dhummfire but after we got it we have been repeatedly “shaved” on other conditions. Why? Because well our conditions where not a problem before they has become a problem after dhuumfire.
hopefully after you do get needed you wont have what is happening to us. Dhummfire is now being changed to only work off lifebolt from deathshroud will only last 4secs and have a 10sec cool down. Yet i heard nothing about rolling back the nerfs we received because of dhummfire.
It was 2 vs 20 but its ok we got’em both!
Necro – there’s green kitten covering your screen
It might be covering the screen once it is on you, but there is nothing you can do to STOP it from getting on you in the first place, literally nothing.
Tainted Shackles:
- Instant cast.
- When pressed, it attaches to any nearby targets no matter what. (Blind, block, dodge, evasion do not stop the skill.)
- Once it has attached to a target, it applies torment every second, even through blind, block, dodge, evasion and invulnerability.It is a skill that is apart of the class mechanic, it also goes through EVERY form of defence in the game, yet it is instant cast, why is it not brought in line with the warrior class mechanic aka burst skills?
The point of this thread isn’t about how they are completely destroying Warrior Longbow, but I will mention this:
They already nerfed Combustive Shot to basically NEVER apply burning, now nerfing Pin Down to make it even easier to avoid. People already dodge to get out of Combustive Shot when they see the big ball of fire slowly coming, which means they’ll most likely evade Pin Down. Now Pin Down will be even easier to dodge, the longbow just becomes useless.
you do know that you can just move out of the range of tainted shackles right?
It was 2 vs 20 but its ok we got’em both!
How about you, did you play any other profession at launch?
Let me ask you this. Do you have a better argument then
“We have always had this mobility and it will not change, so deal with it”
Honestly, you need a better reason then this.i played mesmer after i realized my warrior was kissing the floor often back then.
till now, the stats still record my mesmer as most played profession.
i started playing warrior again in sPvP after they started introducing dogged march, cleansing ire etc. and then the healing signet well deserved fix.and yes, deal with it.
mesmers have illusions, why dun you ask for mesmer to remove illusions too?
thieves have stealth, lets remove stealth also yay.
necromancers have death shroud, remove it!seriously, warriors are fast. deal with it.
quit your whining and complaining.every professions is unique, warriors have the best landspeed.
now would you kindly please stop beating this dead horse?warrior’s “best landspeed” never was a problem.
never will be.
always working as intended.
removing illusions would be like removing adrenaline from warriors, no one has asked for that. Your special mechanic is adrenalin not land speed, or the ability to almost ignore movement impairing effects, or the best passive healing, or the highest dps, or the highest hard cc (stun, knock backs, knock downs). So please stop playing at the game of everything you have is the definition of your class, its not and right now warriors are outside the balance spectrum and something needs to change. Warriors are too good at to many things and it seems the only people who don’t know this are warriors and devs.
btw, I think the real issue started at release when warriors started getting buffs and other classes ate nerfs. So even with nerfs the the warrior you still wouldn’t be in the same place as release because most classes are much different then we where back then.
It was 2 vs 20 but its ok we got’em both!
Outside of vampiric master and to a lesser degree vampiric wells (strong but easy to avoid) our vampiric traits are lack luster even after the recent change. Are these traits getting looked at? Also dagger mastery and quickening thirst should really be a single trait almost all weapon cool down reduction skills have a secondary effect save dagger. If not combine then add something to dagger mastery to bring it inline with other similar traits.
It was 2 vs 20 but its ok we got’em both!
Don’t ignore the fact that Necros now have a healing signet too.
If you pretend it doesn’t exist the balance team will pretend it doesn’t exist, just like the Necromancer players!
I have yet to a build or time the necro.heal.signet would.be useful.
It was 2 vs 20 but its ok we got’em both!
I don’t think land speed by itself is really a problem for warriors, I think the problem is a lack of a flaw or weakness. Things like mesmers weakness to Condi burst or thief low surviabilty out of stealth, guardians and the choose of low damage or low survivability, necros lack of a way to deal with CC etc etc etc. You can find a weakness and use it against them as a class, this well roundedness of warriors seems to be to good and seems to cover everything.
It was 2 vs 20 but its ok we got’em both!
1. L2P it is easy to see as to dodge, can even see it in small scale fights. Only when you run in a zerg you have an excuse.
2. This warrior has to be 100% zerker and real glass to hit those numbers, in other words easy to kill (so not really viable for zerg play)
3. Decent played necro wins from warrior, because of all the condi pressure they apply and the insane amounts of debuffs (20+s chill, really?)
4. Warriors have been hit with dmg nerfs for 4 patches in a row, 5th coming up. What buffs?
5. In my opinion Anet favors conditions specs…necros.
non of this is relevant, no single attack should hot that hard. Doesn’t matter what class or spec it is.
It was 2 vs 20 but its ok we got’em both!
Yes, that was sarcasm.
I mean, I’ve alredy asked necromancers in the necromancers forum to help me aknowledge all of the necro weaknesses (link of the discussion is here) and it seems that the principal weakness of the necro is that they either kill fast, or they die.
In the previous discussion I’ve spoken from the pov of a bunker engineer, but after that discussion, not conviced at all by the feedback provided by the other necromancers, I decided to create a necro myself to test wheter it was OP or not.
It turned out that it is NOT OP, but it DOES NOT require skillfull play at all. I tried it in competitive TPVP, of course, and it’s really too easy to master. Classes like thieves, engineers and mesmers, get overwhelmed in what it seems to be 4 or 5 clicks. It is not how it’s supposed to be. THe presence of an extra life bar, also, contributes to the problem.
Before you throw trash at me, take a moment a think about it, thanks.
so by your post im assuming you went Condi bunker and overwhelmed classes with low Condi removal. I have spent an insensible amount of time on necro and would like you to get back to me after you run across anyone with CC or you get focused. Dearhshroud is not as great as alot of people want to assume it is and if I’m lucky affords me about as much time as some of the full immunities other classes get well locking me out of my utilities.
also I took some time to think like you asked and I won’t bash you but I will say you have not played your necro enough to pass judgment and hopefully you will take time to listen to the people who actually do before you just randomly make posts.
It was 2 vs 20 but its ok we got’em both!
Is ferocity going to be like precision where x amount = y% crit damage
or
is ferocity going to work like power and x amount = y damage added to a critical hit.
I’m leaning towards the second one since that would be easier to balance, any time you start multiplying damages by percent it can make for some pretty silly numbers.
It was 2 vs 20 but its ok we got’em both!
The problem with warrior is it was supposed to be the easy class, the class with training wheels. You get on it and you can do ok even with just a little experience. The problem is the classes that are harder to play are supposed to surpass the training wheels when you become experienced enough.
so either the rest of us who don’t play warriors still suck or its time to drop the training wheels and make the warrior a real class that actually has a legitimate draw back.
It was 2 vs 20 but its ok we got’em both!
So you don’t extra nerf the mixed gear people even more..
So the more Ferocity you stack it becomes less powerfull
Because the problem issnt the mixed gear people in PVE doing average damage.. your talking about the full zerker guys that becomes to strong.
ferocity is a fixed amount, from what I understand it is say 500 ferocity means you will hit for base damage x1.5500, well I’m not to keen on the change it seems like this is a better way then using % increases that make all ready hard hitting attacks do ludicrous damage.
It was 2 vs 20 but its ok we got’em both!
Everyone is going to feel this nerf. That means you’ll still be doing far more damage when you run into someone as they will do to you. Your kill time may just extend to 4 seconds longer. Oh, the woes.
Please…
it isnt about that, i rely on killing as fast as possibole, and then dissapearing, when i dont kill fast enough i cant roam.
BS into HS spam will work just as well against bad players as it does now you should be fine.
It was 2 vs 20 but its ok we got’em both!
This pretty much kills all power based roaming builds in wvw, where conditions where already king of all.
Instead of adressing the actual problem (mobs/pve mechanisms), they wreck crit dmg.
Ppl will still run zerker in pve, it doesn’t change a kitten thing.
Once again wvw get’s shafted cause of pve scrubs crybabies.All hail the necro/Guardian/Warrior era (for those of you who aren’t already there).
FYI: “Dhuumfire changed to make only Life Blast apply 3 sec burning with 10 sec cd”
This means most cond burst build are kaput (engi and ranger do it better, hell even warrior out does necro) and with this crit nerf all power builds get gutted even more. Guess necro just has to roll over and play dead when enemy is sighted.
makes me wonder if all the nerds necro received after dumbfire will be reverted (yeah right)
It was 2 vs 20 but its ok we got’em both!
10 % reduced damage for thieves in wvwvw is competly wrecking my D/D roaming spec. i rely on doing HIGH damage and running away, but when i do low damage and can run away im useless. Please im begging you do not implent ferocity for wvwvw, i belive in you. Rip thief, my gw2 life is just destroyed youre breaking my heart.
Thieves are now nerfed into oblivon for roaming too, we cant play the game anyoMORE! pull you self together anet. or start selling waffles on the street instead of making games. How are we thieves supposed to play now? and where? It was the ONLY thing thieves was good at. now im competly heartbroken.
you do know that other classes besides theif also run zerker in wvw and already do much lower damage then thief and are also see a damage hit? Its a general Nerf across the boards but since ferocity is a fixed number and not a percentile increase this also means it will be easier to do a damage pass on skills.
Yes but we rely on bursting down our opponents, other does nos. we’re heavy reliant at killing fast. you know how a thief roams? he spits them away from erchoter so i he kill the one FAST enough before the other one notices, you wanna know what happens when you dont? the mate helps him..
yes I have a thief and a power next and a shatter mesmer and a boon bunker guard. I know how the classes play. I know how they work and you know what thief cam do just fine running sword and evasion or dire pistol/pistol even d/d will be ok in the end.
It was 2 vs 20 but its ok we got’em both!
10 % reduced damage for thieves in wvwvw is competly wrecking my D/D roaming spec. i rely on doing HIGH damage and running away, but when i do low damage and can run away im useless. Please im begging you do not implent ferocity for wvwvw, i belive in you. Rip thief, my gw2 life is just destroyed youre breaking my heart.
Thieves are now nerfed into oblivon for roaming too, we cant play the game anyoMORE! pull you self together anet. or start selling waffles on the street instead of making games. How are we thieves supposed to play now? and where? It was the ONLY thing thieves was good at. now im competly heartbroken.
you do know that other classes besides theif also run zerker in wvw and already do much lower damage then thief and are also see a damage hit? Its a general Nerf across the boards but since ferocity is a fixed number and not a percentile increase this also means it will be easier to do a damage pass on skills.
It was 2 vs 20 but its ok we got’em both!
What does “PvE crit damage will be reduced 10%” mean technically?
it means if with full +crit damage gear if you hit for 10,000 you will now hit for 9,000 with full ferocity. So since its a percentile nerf it will knock down some of the super hi hits you see in wvw. This may lead into having to go look at some of the base damage on professions that stack high amounts of +crit damage just to hit for a decent amount (necro axe 1, mesmer GS, some ranger attacks etc)
It was 2 vs 20 but its ok we got’em both!
While I do like armor penetration, the next thing the whiners will whine about is “toughness does jack kitten to protect me from either direct damage or condition damage”
well we already see Condi bunker and wvw and pvp, maybe having something to counter all the bunkering would allow anet to look into active defenses and make some of then more powerful (like necro life siphoning) and things like block, evade, blind, chill would still be truely more effective since damage would be spread out and allow more time for counter play.
It was 2 vs 20 but its ok we got’em both!
I’m in NA and have been having lag issues with WvW for a few days now. Was wondering if it had something to do with not updating so not having the slate cleaned. Maybe this is what the maintenance was for.
It was 2 vs 20 but its ok we got’em both!
Well, no offense to Josh, but he said he prefers to roam, so I’m not filled with confidence that he’s the best guy for the job when it comes to WvW on the whole. Of course I realize that he didn’t say that’s ALL he does, just that it’s his preference, but it’s got me a little worried. Roaming isn’t really what the whole wvw experience is supposed to be about, in my opinion. Not implying that it’s “wrong” somehow and that people shouldn’t do what they enjoy, but you’re not really going to have a good perspective on class and server balance issues if that’s what you primarily spend your time doing in wvw. That’s all I’m saying.
he also said he is a liason, not the balance guy. I roam and can still tell you the meta is pvt hammer train and Condi bunker.
It was 2 vs 20 but its ok we got’em both!
Replace critical damage with armor penetration, simple.
Well that doesn’t solve much. You simply change the mechanic but still make power/precision/armor pen the goto combo instead of the current berserker.
I’d also like to think that any change being made has much further reaching implications than just PvE. If we remove the stat entirely, we move power based characters closer to condition based characters because currently power classes need 3 stats at a minimum and condi classes only need 1.
With removal of the stat, power would only need 2 and condi would need 1, but at least at that point you could kind of make a case for most condi classes also needing precision because of all the on-crit bleed traits and the like.
Removing it and flooding the market with vitality would also make vitality the real goto stat to counter condis.
removing +crit damage does not make direct damage a two stat build with out going back and changing the damage coefficients on all the attacks in the game.
It was 2 vs 20 but its ok we got’em both!
cept zerker will obliterate knight because zerker will ignore armor dude… no more issue with those bunkers now we break trought theyr tanking style like if their armor was made of jelly.
this may be a good way to do it. As long as at the end of the day the damage averages out to be the same as it is now. Lowering spike damage from huge crits well at the same time spreading that damage out amongst your other attacks could work.
It was 2 vs 20 but its ok we got’em both!
Even in games with a trinity you have the same problem with content. It not always fame mechanics, you have to many people with to many varying degrees of skill so you will always have a set if people who think content is to hard and not fair and another set you think its to easy and should be harder. The only way I can see this changing is to add a hard/heroic mode option to dungeons that is harder and maybe drops more tokens of something.
just an fyi, I would not be doing the hard mode dungeons. Shot I don’t even do dungeons I play wvw.
It was 2 vs 20 but its ok we got’em both!
I think they could actualy reduce zerker effectiveness to put it on par with non zerker by switching crit damage to armor penetration ;/
Seems fair. Same DPS than other sets without their survivability.
sarcasm? I hope so. Because hey, zerker same damage as knights gear but you die faster! Doesn’t seem like a good balance choice.
It was 2 vs 20 but its ok we got’em both!
Make axe 1 a line attack. Just like other ranged line attacks, see mesmer gs1
It was 2 vs 20 but its ok we got’em both!
@Ragnar
I do understand your point. I also play a guardian. However, I have found a way around stab (for the most part). I can tell you that I live longer on my engi than I do my guardian. Also, I feel that the engi is more predisposed to healing and condi cleansing than the guardian is. So I think that comes down to every profession has their strong suits and weaknesses.
As for the damage, I don’t agree there. I can do quite a lot of AoE damage with the flamethrower and retain my healing and defensiveness.
My point was not that guardians were not more predisposed to being heavies. In fact, I feel they are. I have spent a lot of time on my engi getting him to the point he is at. My point was, it seems to me that built right other classes besides heavy armor wearers can be just as viable.
@Samhayn
I don’t see that heavy armor has 300 more toughness. When I look at a piece of Soldier’s gear it has the same numbers no matter what armor prof it is. As I stated in my post, it does have more Defense. However it is only 150 not 300.
not the armor it self but the class has more base armor.
It was 2 vs 20 but its ok we got’em both!
“Changes to crit damage”
Fine give us higher damage multipliers to compensate
the main complaint most people have is certain skills hit way to hard (wvw) with crit damage so high. This is mainly since damage is balanced more around spvp where crit damage is much lower. Of course in spvp you see complaints of a condition bunker meta so I don’t see what can be done by only adjusting crit damage that wont push wvw even more into a Condi bunker meta. This is less likely in pve due to condition caps and mobs having large health pools.
It was 2 vs 20 but its ok we got’em both!
The Berserker stats (Power, Precision, Critical Damage %) have a mutually strengthening interaction that is lacking from all the other stats.
Consider:
- More Power => More base critical damage => more damage on a critical hit
- More Precision => Larger chance for critical hits => more average damage
- More Critical Damage % => More bonus critical damage => more damage on a critical hitThe crucial interaction here is that Critical Damage % is a percentage of Power, so an increase in power Power actually increases the absolute value of how much damage a +1% Critical Damage entails .
This is overpowered. Not in itself, but simply because other stats do not have such an interaction.
(There are only two exceptions: Boon Duration % (with boons) and Condition Duration % (with Condition Damage), but those are counteracted. Boon Duration % is counteracted by the limited availability of skills that allow boon stacking, along with the relative rarity of the stat. Condition Duration % is counteracted by (1) the presence of condition removal effects, (2) the damage formula for each specific condition – limiting the effectiveness of the Condition Damage stat, (3) the stack limit on conditions – including those that stack duration, and (4) the fact that condition damage is always rounded down into one-second ticks – wasting any duration that does not reach up to the next tick.)Toughness, Vitality and Healing Power do not have any such interaction. Having a high Toughness does not increase the value of your heals, and having high Healing Power does not increase your maximum health. Not in the way a high Power increases your critical damage bonus from high Critical Damage %.
Therefore, I think it is entirely fair if the Critical Damage % formula is changed in such a way that it no longer multiplies boosts to Power. In fact, my proposal would be to have it be a percentage of the base (unmodified) Power stat (which is 916 at level 80). I am guessing that this is what ArenaNet already has in mind.
This would mean that players’ critical hits would be dealing less damage. At a Power level of 2748, this would reduce the effectiveness of critical hit bonus damage (both the base critical damage increase and the % bonus from the stat) by two thirds. If this is deemed too strong a nerf, perhaps the the percentage bonus on Critical Damage % could be increased (doubled?) to make up for it.
For all those heavily invested in Berserker gear, this would be a nerf, but not a crippling one. Simply cutting the interaction between Power increase and Critical Damage % increase ensures a more level playing field in the value of all the stats.
Berserker would change from the single best stat combo from a numerical point of view (because it is the only one with a three-way synergy between the stats) to one of many decent stat combos.(Incidentally, such a step would also be a minor increase to the survivability of Elementalists in PvP/WvW, as they would take less damage from critical hits.)
you mention wvw and damage in wvw but forget to mention the synergy between dire (tough/vit/condi) with scavanger runes and the current condi/bunker meta we already have.
the only thing I can really see happening is to shift some of the +crit damage over to power. Thus making your base damage higher well reducing the spike damage you can get from large critical hits.
It was 2 vs 20 but its ok we got’em both!
Looks like +crit damage is getting nerfed soo…..
It was 2 vs 20 but its ok we got’em both!
Well they haven’t made the announcement yet, but yeah, I’m pretty terrified. I would absolutely hate to have to quit this game on such short notice and under such bitterly illogical terms.
Are people REALLY going to quit for them FIXING Crit Damage? I mean it is out of control, Now i understand if you were to crit for the VERY likely result of them over nerfing it but if its a BALANCED nerf and allows us to change our stats to something else – would you still quit?
well I hope its fixed by adding to one of the other stats and not just blanket reducing +crit.
It was 2 vs 20 but its ok we got’em both!
PvE doesn’t bother me, i dont think THAT many people would quit over such changes in such a mode. WvW is the BIGGEST issue i think.
I don’t give 2 kittens about WvW, I don’t think THAT many people would quit over such changes in such a mode. PvE is the BIGGEST issue I think.
yeah you don’t like wvw, ok but its easy enough to blanket reduce mobs hit points to match lower dps numbers thus keeping speed runs about the same. Its much harder to balance risk vs reward in a pvp setting. This is done by adding vitality to zerker gear in spvp. We will need to wait and see what happens to it in pve/wvw.
It was 2 vs 20 but its ok we got’em both!
With critical damage change will we see changes to classes who already do lower direct damage even when they have full zerker and max +crit. Just wondering since universal damage nerfs tend to just keep the status quo just with slightly smaller numbers.
It was 2 vs 20 but its ok we got’em both!
If you look plate has 300 more base toughness. This is a heavie. This rolls over to the fact that when building for damage they can forgo a little more defense then most can in there builds.
It was 2 vs 20 but its ok we got’em both!
Umm bump since we have a liaison now.
It was 2 vs 20 but its ok we got’em both!
Very apt timing for this thread to appear as I’ve recently been enlisted by the WvW team.
What does this mean for you guys? I’ll be working closely with Devon and crew to act as the liaison between our development team and you – raising community concerns with the team, finding answers, being the good/bad guy, and whatever else!
For those wondering, I play engineer, I prefer to roam, I’m currently on JQ, and yes, I take bribes in the form of cookies.
Hi Josh, I play Necro/Mes, I also roam and I’m on SoR. See you out there.
It was 2 vs 20 but its ok we got’em both!
It is probably a lot easier for the development team to push out fewer but bigger updates. Testing is likely easier and overall quality should go up as a result. I applaud the monthly development cycle but it probably creates a lot of havoc in their source and build management.
feature changes on a longer patch cycle work and most mmos already do this, they also are more forth coming with information, have a test realm and gather feedback. Silence for three months and then a very sparse preveiw of changes a week before it goes live just doesn’t work for features updates.
It was 2 vs 20 but its ok we got’em both!
So, I have no idea what to do at 80 now that I’ve hit max level.
I guess to get a prespective on what I want to do, I like pve over pvp and I dont know anything after christmas 2012 :x
I play a warrior, btw
world bosses, explorable dungeon paths, map completion, ascended gear and maybe a legendary, WvW, LS, jumping puzzles, roll an alt, achievements, finish personal story. That should keep you busy for a bit.
It was 2 vs 20 but its ok we got’em both!
How would this help at all? Someone like myself who plays mainly wvw and pvp have a way lower AP score then any one that PvEs, does this make my opinion less valid in some way? Why do people always look for some way to dismiss others out of hand instead of by the content of there ideas?
It was 2 vs 20 but its ok we got’em both!
With the changes to the way patching will happen, splitting LS from other changes. When can we expect to see these things? Also what kinda changes will be held of for these features patches? Will class changes balance changes be held off or only things like adding skills and weapons?
I’m just looking for some clarification and more directly how will this impact changes to wvw down the line.
It was 2 vs 20 but its ok we got’em both!
Guess ANet worries that cleave + vampiric traits + DS = uber-bunker necro.
This seems to be the ANet necro balancing pattern since BW2 there about, where someone was apparently able to out-bunker the other team by using DS in some way.
Thus prompting the infamous Peters quote about learning to play DS soon after launch.
being able to cleave may make our vampiric skills worth taking.
I use them… 30 in Blood Magic, always. Much survival, so lifesteal, wow.
ok let me say it this way, it would be appealing for people to take that didn’t want to get the vampiric traits for pets. The vamipric minions is the really good one and is can be made better by vampiric precision and the 15 minor. The well siphon is “ok” but really only in pve.
It was 2 vs 20 but its ok we got’em both!
Guess ANet worries that cleave + vampiric traits + DS = uber-bunker necro.
This seems to be the ANet necro balancing pattern since BW2 there about, where someone was apparently able to out-bunker the other team by using DS in some way.
Thus prompting the infamous Peters quote about learning to play DS soon after launch.
being able to cleave may make our vampiric skills worth taking.
It was 2 vs 20 but its ok we got’em both!
