the one thing i DON’T like about GW2 is exactly what the OP sees as a good thing, scaling.
i don’t want my lvl 60 character to feel like a starter character, it needs to feel like i actually am stronger then the rest.
overleveling is a part of a level system such as this, scaling ppl down diminishes the joy and reason of levels and shows that they can just as much remove levels and start using a non-level system.i rather overlevel then be kicked down just because i am in a lower level area, i think that’s one of the reasons why GW2 feels so empty and distant compare to, let’s say, SW:ToR.
i level to become more powerful, if i reach a certain level it needs to matter.
You see the problem with not having scaling is that dead content becomes inevitable. If you outlevel content when there’s no scaling, you’ll obliterate that content. If you can obliterate that content then obviously the rewards can’t be good. If the rewards aren’t good then no one does the content.
If a piece of content is inevitably doing to be dead, then the developers won’t bother putting effort into it. That’s why the middle parts of most MMOs are incredibly boring.
ArcheAge would be better if it didn’t have the labor system.
archeage has generic quests with a horrible battle system, it’s miles from being better.
Im not a huge fan of the combat there either but I have heard that the devs went for a traditional combat system on-purpose. There are people who aren’t fans of action combat and prefers oldschool MMO tab-targeting.
Not a vertical grind, but I’d love to have a horizontal gear grind.
The problem we got is that character progression hits a very solid brick wall very early in this game. In terms of actual skills and mechanics, your character hits their peak at 80, there’s a bit more with cosmetics but once you get your ideal look, that’s done because every change of clothing needs a transmutation charge.
I really feel that we need something after level 80.
I really liked the new LS story bosses. A lot of movement needed, clear telegraphs and distinct mechanics, something which the old dungeons sorely lacks.
^ I just can’t play the necro in this game after playing the necro in GW1 lol. They’re a shadow of their former selves, it’s like some sort of necromancer purge happened in the time gap which caused all knowledge of death magic to be lost and we had to start over again.
But anyways:
No class can stack vulnerability like engineers, and no class has as much versatility packed into a single class, but people just don’t understand the class and the perception of what’s ‘best’ to a lot if the supposedly elite pugs still consist if 1mes and 4 warriors.
Unless you plan to do RMT and sell it for 500 dollars or whatever they go for on those sites, no.
I’ve made 5 legendaries. I dont really make them because I want more Legendaries but because simply after a while, there’s nothing else to get with your money.
Sigils are definitely NOT the problem because nobody can use them to any greater effect than anyone else. Every time someone say s “but they have fast weapon swaps” they completely ignore the fact those sigils have a cooldown that limits activation to being no more often than theives, mesmers, rangers, guardians, and necromancers can activate them.
I am aware of the ICD of Battle Sigil, for instance. However, Engie, Ele, and Warrior use them more efficiently because they swap so frequently they are nearly guaranteed to use it off CD. Other professions rarely swap weapons the second they come off CD because there is such a high penalty (being locked out of that weapon for 10s) to doing so.
But isn’t that just a perk of the class? It happens in other things as well. For example, in PvE, thieves and warriors have a relatively greater synergy with the Scholar rune, because thieves have a healing skill which gives some of the best constant healing in the game, whilst the warriors high HP and healing signet means it’s easier to maintain 90%+ HP.
As long as you don’t use your skill5, the kit can be freely switched as any Engy kit.
Ahaha no. The whole point of an elite is to be your wild card. Making it so you can equip it/unequip it whenever you want defeats the purpose of an elite. Should have a timer just like all the other elites.
What about Med Kit? All other healing skills in the game are ‘wild cards’ as well and this thing is a device kit.
Bought them. Bought all 5 of them.
Elementalist with engineer device kits. Not exactly broken but, it would be so awesome.
God Tier :
Warrior
Sagat from SF4 vanillaEngi
Select your kit and spam 1.
Wat.
There’s really no reason to take more than 1 warrior in a speedrun.
Engi has the most complex rotation out of all classes in the game.
Engi is top notch pve class right now superior then warrior.
just saying.
Not really. Warrior has banners, no one can replace that.
Cele rifle engi and Cele Ele are the two best conquest builds in the game right now.
As far as what nerfs are going to be applied to them goes, I don’t know what ANet will do, but because these builds do so many things well ANet has a lot of options for the eventual nerfs.
Or, they can other game modes.
As you said!
Players will always jump to the next most powerful thing, and once you fix that they’ll jump to the next, and then the next…It’s called balancing…
If you’re just going to replace the current meta with a new meta that’s basically the same as the current meta (ie, x-gear setup is better than everything else in every situation), then what’s the point?
To fix the problem, they have to go to it’s roots and make more mechanics other than just stepping out of the red circle or dodge the big attack necessary.
Once again, as I said! Limiting your defensing maneuvers based on stats will change your approach drastically. Didn’t you read what I wrote?
Fixing a problem to be replaced by another is still progress! Until you find that sweet thin line you should keep twicking.
I read what you said but that’s not balancing or progress. We know the problem is, we know how to fix it, and we know what doesn’t fix it. The very reason why zerker is the meta is because you don’t need that defence in PvE.
What are you going to do with aegis and reflects anyways? Make them it such that it works on a % based chance?
No. That’s a boon. But i would happily make it scale with that useless healing atribude, and then change the name from “healing” to “Boon efectiveness”. Having high boon effectivenes would result in longer invulerability by fractions of a second.
There are tons of ways to scale a skill. It doesn’t have to be a percentage of your precious invulnerability.
I’m sure that if A-net had made this post, saying “We examined new ways to make the act of making the builds more deep and exciting while promoting build variety. From the next future patch players should expect to see their skills scale with a much bigger variety of their atributes…ect”., then the thread would be much less toxic.
My point is that the problem isn’t that defence and whatevernot isn’t strong enough or toughness is useless, but that you just simply don’t need any of it.
In any build there’s at most one or two defensive skills, and frankly, you can do without them in most cases. Would you really go and sacrifice power/prec/fero when they are perfect synergies for each other just to buff up those skills? Especially for speedclears were you hardly even use them?
Even if Anet one day makes it such that wearing PVT gives you 1 million HP and makes every one of your defensive skills instant godmode, zerker would still be the meta.
Concern: “Raids” will end up just like dungeons, ie, dps is the only viable spec and build.
Proposal Goal: To make raids challenging, to require teamwork and puzzle-solving through well executed organization. To avoid dps-only, zerg only combat.
Proposal Overview: “Raids” will be set in the Mists. Raids will be instanced. All gear will be equalized and picked from the pvp lockers. Raids will be for story and cosmetics skins and for the sheer challenge of beating them with your friends.
Proposal Functionality: Raids will be set in the mists. In order to avoid the pitfall of dps only dungeons (faster boss deaths is less player damage taken) and wvw (big zerker mobs to simply outnumber bosses and using your most damaging #1 autoattacking weapon), raids will likely need to be roll/build specific. There will be a team make up that the devs tune the raid too, such as you have 4 slots that need to be condition cleansers, the rest can be dps. The encounters will require this and the instance will check this from the party before the raid can be entered.
Associated Risks:
1- Puts Guardians that have tons of protection granting skills and lots of bonus healing in an overpowered and overdesired support position.2- Many people wont like the requirements for roles to be filled. I don’t see how this can be avoided and not turn into dps/zerg playstyles, however.
3- People will eventually start min-maxing which classes specced as what will be optimal. Counter this by ensuring that each raid has different bosses that lend itself to different classes being present. This way, even if one class is better at one fight, you have to consider the entire raid (of course this means you cant swap people out mid-raid and would require a lock to the raid).
You don’t exactly roles to be class based. Take Ta Aetherpath for example, there’s a clear role on the ooze puzzle where there are people killing the elementals and people luring the ooze around, but neither of those roles forces the use of any particular class.
The reason why zerker and DPS-or-altF4-the-game is so dominant in PvE isn’t to do with how player mechanics work, it’s to do with both the trivial nature of PvE content and how everything attacks slow and hits hard.
You don’t ever see people running full zerker in PvP do you?
Having said that: if we do actually one day just remove zerker gear from the game like how MF gear was removed, it’ll probably open up more options. Power, precision and ferocity just synergises too well to be put into the same set, so only allowing you to take 2 of them would make what’s the best 3rd stat debatable.
As you said!
Players will always jump to the next most powerful thing, and once you fix that they’ll jump to the next, and then the next…It’s called balancing…
If you’re just going to replace the current meta with a new meta that’s basically the same as the current meta (ie, x-gear setup is better than everything else in every situation), then what’s the point?
To fix the problem, they have to go to it’s roots and make more mechanics other than just stepping out of the red circle or dodge the big attack necessary.
Once again, as I said! Limiting your defensing maneuvers based on stats will change your approach drastically. Didn’t you read what I wrote?
Fixing a problem to be replaced by another is still progress! Until you find that sweet thin line you should keep twicking.
I read what you said but that’s not balancing or progress. We know the problem is, we know how to fix it, and we know what doesn’t fix it. The very reason why zerker is the meta is because you don’t need that defence in PvE.
What are you going to do with aegis and reflects anyways? Make them it such that it works on a % based chance?
What is up with the baby bottle? haha
All part of the NPE. It explains a lot, really.
You just won the internet.
The reason why zerker and DPS-or-altF4-the-game is so dominant in PvE isn’t to do with how player mechanics work, it’s to do with both the trivial nature of PvE content and how everything attacks slow and hits hard.
You don’t ever see people running full zerker in PvP do you?
Having said that: if we do actually one day just remove zerker gear from the game like how MF gear was removed, it’ll probably open up more options. Power, precision and ferocity just synergises too well to be put into the same set, so only allowing you to take 2 of them would make what’s the best 3rd stat debatable.
As you said!
Players will always jump to the next most powerful thing, and once you fix that they’ll jump to the next, and then the next…It’s called balancing…
If you’re just going to replace the current meta with a new meta that’s basically the same as the current meta (ie, x-gear setup is better than everything else in every situation), then what’s the point?
To fix the problem, they have to go to it’s roots and make more mechanics other than just stepping out of the red circle or dodge the big attack necessary.
I think the mainreason of the adrenaline nerf was so warriors can’t take adrenaline to the next fight.
Actually it was to fix that they had no penalties at all to how they used it or didn’t use it. Like missing their burst didn’t use up any adrenaline, and that they could hold adrenaline for a minute.
I think the idea behind adrenaline is for it to be like the special attack meter in fighting games.
But I think it’s more like our rifle AA needs a buff. For a start, the engineer fires his rifle like a shotgun, what kind of idiot does that?
Oh man, this is the funniest thing about using the rifle with engineers: shooting like a shotgun. The warrior shoots from the shoulder, and it isn’t “that fun”.
If you guys want some reality in games, you need to look for a simulator, not an RPG. Lol.
You know immersion is rather important right? I don’t think GW2 aims to be Goat Simulator v2.
In my opinion, what really needs to happen is that Poison needs to do a bit more damage or stack in some way so that it could benefit more from condition damage.
I think everything needs to be able to stack. Not for any balance reasons, but simply because it’s a MMO. It’s just illogical to put any mechanics in the game which goes against the game being multiplayer, and thats exactly what’s happening with poison/burn.
I’m not that expirienced in playing ele, but … isn’t the dps loss of an ele for picking S/F, S/D, D/D, D/F, w/e for stacking might instead of picking a staff much higher than for any other class that cloud stack might? Like warrior, guard or engi? They all can stack might and I’m pretty sure nothing beats the fire attunement of the ele staff in dps.
Engis, probably, since their max DPS setups happens to also stack 12 stacks of might, so if you got 2 engis in your party, you might be better off going staff. However, whether it’s worthwhile taking 2 engis is up to debate.
Warriors, idk, all I know is that they take a much bigger DPS loss to stack might than eles, and their might isn’t as good because it takes longer to build up and errodes better sources of might. Great for pugs though, because the chances are that no one else is stacking might.
I liked the capes in Guild Wars, especially since the art and animation teams got such a fluid “flow” to the fabric. (Actually, other game designers asked how it was done, back in the day!)
I imagine there would be challenges in incorporating capes, and naturally a cape would cover some of the armor pieces, which is a drawback when you’ve worked hard to get the whole “look” going on. As mentioned, it was brought up in the CDI, so that’s good.
Paradox — I’m curious. Why do you say “no capes?”
If not capes, how about long scarves?
The reason why zerker and DPS-or-altF4-the-game is so dominant in PvE isn’t to do with how player mechanics work, it’s to do with both the trivial nature of PvE content and how everything attacks slow and hits hard.
You don’t ever see people running full zerker in PvP do you?
Having said that: if we do actually one day just remove zerker gear from the game like how MF gear was removed, it’ll probably open up more options. Power, precision and ferocity just synergises too well to be put into the same set, so only allowing you to take 2 of them would make what’s the best 3rd stat debatable.
(edited by Xae Isareth.1364)
So do you want to nerf the range of granades because it doesn’t make sense in a game where can throw fireballs, become invisible and other illogical things?
They make sense in a high-fantasy setting. Throwing grenades further than you can fire a rifle makes no sense in any reality.
But I think it’s more like our rifle AA needs a buff. For a start, the engineer fires his rifle like a shotgun, what kind of idiot does that?
Why would you want to inflict fear with Pry Bar when the whole setup behind the toolkit is to stop your enemy from running away?
Read the sticky called “guide dps ele in pve” by dekeyz. She explains it all in detail with actual numbers, not just opinions. And personally from a PVE standpoint, D/D is the worst set you could pick.
The problem with numbers is that you always have to make assumptions, and when assumptions aren’t correct, nor is your results.
One assumption made is that you always perform perfect rotations. L/H is higher DPs and more might than d/ when that’s true, but however, what if you can’t stay in 150 melee range to the boss all the time? What if someone takes your hammer?
On d/d vs d/f, I think the playstyle matters. I tend to pug mostly, and pugs don’t kill stuff in 5 seconds, so there’s an actual fight happening for a lot of encounters. D/f’s rotation is a bit fiddly for me, it distracts from the flow of the fight, so I end up playing better with d/d because simply it feels less awkward.
I think we should really take time to discuss what rewards people want to see from the raid and how they should be obtained, because this was the reason which a lot of other hard content barely see any play (TA Aether, JPs, Arah P4 etc).
Personally, I think the raid shouldn’t just have cosmetic items. Cosmetic items are a bit of an ‘niche’ in the sense that not everyone wants them, and the first challenge with raids is filling up the rooster, cos you can’t raid if you don’t have enough people to raid.
So ideally, I think you need something which everyone would want.
Now, we don’t want a gear treadmill, so I think a good option is to add items which allows more horizontal progression and character costumisation to the game. Items with their own unitue effects, which are good for certain playstyles and builds, but not BiS over everything else.
For example, you can have an amulet (Gaze of Primordius, to make it sound cool) with exotic stats but extra direct damage whenever you inflict burn. It would be good for a build that has alot of burn inflicts (e.g. d/f eles with burning precision), but it won’t be BiS for the majority of cases. People will always want at least one of those drops because unlike clothing, you don’t really ever find yourself with the perfect build for all game modes and you can always try something new, unlike clothing.
Please stop saying necro dps is the lowest, for god’s sake. How can you make a rant post about people not understanding the game and still say necro’s flaws are in its dps is beyond me.
It’s a fact that necro’s dps is the lowest in game. Necros also do not have any unique buffs they can bring to the group. Sadly enough GW2 dungeons can be played in such a way that most dungeon mechanics do not come to play. When stacking together in one tiny spot and burst dps’ing everything is viable, there are going to be classes left out.
I don’t think the devs meant for this to happen when they designed the dungeons, but none wants to spend 2 hours killing trash mobs before reaching a boss.
So yes, sadly enough, in the current “meta” dungeon runs, a necromancer keeps the group behind.
That actually isn’t true, I believe necros dps is ranked 4th or 5th with 25 might stacks, fury, banners, frost spirit, empowered allies, and spotter. The problem is the only things they bring to the group are aoe poison, weakness, blinds, and vulnerability. Poison isn’t needed, and other classes can do everything else while also buffing the group. Even if you went through a dungeon and killed everything, necros still wouldn’t be wanted. There is nothing they can do in a dungeon that other classes can’t do while still bringing other things to the table.
Well, necros do have stronger condition and boon management than other classes, if they ever make content where a lot of condition cleansing and boon stripping is absolutely mandatory (e.g. constant 15 bleed stacks or boons where if you dont strip it, boss wipes party. Maybe in the raid.), necros might see more action.
I run a meditation build for open world PvE though. It’s all about being able to tag fast, get to places fast and zerg surf well in events.
Engi (any party which says ‘meta only no engis’ instantly says to me they no idea how the meta works), elementalist and warrior sets at the top for me in the same spot.
Everything else apart from necro sits at second tier.
Necros are just dead weight in PvE.
Exactlly this mindset what frustrates a lot of regular forum users from the Dungeon sub. People in the CDI requires challenging content meanwhile want beat it no matter what they use (gear and build), how many player they have (scaling), what skill they have (pug friendly) therefore turn the whole challenging content into non-challenging.
These proposals aren’t request for challenging content just for a different content that has the same “gimme reward now when i push the i win button” difficulty.
Honorable mention to the exceptions again.Seen this multiple times in this thread now and would like to post the following clarification:
RE: Difficulty
Allowing content to be scalable; completable with multiple builds, class combinations, gear sets, and whatnot, says nothing about the difficulty of said content.
It is well within the realm of possibility to create a challange with more than one solution.As multiple people have now voiced said strange comparison between X and Y are the reasons the game isn’t difficult and referenced the dungeon subforums, it is far more likely that this is an idea permeating within the dungeon subforum and not elsewhere in the game. This is not a development problem.
RE: People outside of the Dungeon subforum community
They are not poor players, or whatever. This has never been a we vs them issue.
Please focus on the raiding, not the players. This is not a trial, this is a game development discussion.
You can’t have a raid be doable with any build/class you want. Well, you can, but there’s no point doing that because everyone will end up using the most efficient setup anyways.
The only reason tanks and healers exist in MMOs is because the game specifically needs them in the solution. If you get rid of that enforced restriction, then we’ll just get a repeat of what we have now: everyone running the same full zerker builds.
On the point of the topic. It’s going to sound weird, but I don’t think the raid should be very challenging, at least not at same level as Wildstar or WoW.
Look at the game at the moment. There’s nothing preparing you for challenging content. There’s Arah P4 and Aetherpath but they are barely run, so to add a really difficult raid would be a complete curveball.
I would just put in a ticket. There was another thread where a guy put his precursor into the mystic forge and an anet employee advised him to put a ticket in. It would be awkward if they didn’t have a way to retrieve lost items.
They don’t. Well, they don’t unless you have a particular time for when the item went poof.
I had a curious evening when I accidentally sold an ascended hammer to a vendor, and didn’t realise until a week later. Happy NPC, sad me.
So emailed support. They said they miggght be able to restore it, if I can give a specific time. Of course I couldn’t, so I never got the hammer back.
Great game.
Not such a great MMO.
I’m just curious if there’s any balancing problems associated with if we change Flame Blast such that it just travels perpendicular to the ground but not restricted to land (like the flamethrower’s autoattack, not like say, elementalist Vapor Blade) when you don’t have a target.
The problem currently is that I feel like there’s really no benefit in making it shoot in the direction of your camera. There’s a handful of cases if any at all where it’d benefit you to be able to aim up, and rest of the time, it’s a hindrance because without a target, it’s basically restricted to being a melee skill.
…what?
I’m sorry, but I don’t get at all what you’re talking about. xD (Well yes, I know that you’re talking about FT 2, but the rest doesn’t make any sense to me. Maybe it’s because I’m not a native english speaker, or due to me not using flamethrower all the time… or dunno.)
The only thing that confused me personally with FT 2 is (as I was using FT a lot in the Halloween labyrinth), that I only ever seem to get the blast finisher if I manually blast it and not if it blasts automatically upon reaching the target. Also, sometimes it looked to me like it would reach the target and then just stay there without blasting (meaning that I suddenly noticed I can still blast it manually after a while, though I’m not sure if that blasting actually had any effect).
You had two things happening to you:
1. It doesn’t blast when it detonates upon hitting the target because the fire field on FT #4 is too low to blast most enemies if you tab target them, because it it makes ft2 aim for the enemy model’s center, making it overshoot.
Its a pretty big design flaw.
2. If you end up shooting into a wall or floor, it’ll fizzle out and leave you with the manual detonation option, which will then do nothing at all. It’s a bug.
Have you ever tried using ft2 without a target?
When it’s ready
Soon™
It is on the horizon
It is being worked onPick one
You forgot ’It’s not off the table.’
A lot of effects also trigger on weapon swap, and not just from sigils.
Many threads have complain about the adrenaline decay out of combat for those same reasons. Warriors are having trouble keeping adrenaline even in mist of battle, esp in PvE. Most warriors are fine with losing adrenaline when we miss our burst skill. But the adrenaline out of combat has been too big of a nerf. Many of us has suggested giving a grace period before adrenaline goes on decay, something like 10 seconds. It would have solve the issue. But unfortunately it seems our voices aren’t being heard. The adrenaline decay also made a few of our traits less effective to completely useless. For example, our trait Thrill of the Kill , which states “gain adrenaline on kills”. Of course you can’t keep any of it, so that trait is effectively useless. Not to mention, warriors no longer can open up a fight with a burst skills so tactically warriors are limited. Rifle warriors got hit the hardest from this change as they no longer can snipe people with killshot.
I’m hoping the dev will revisit this issue. Warrior dps has been greatly affected by this change in pve, esp when we can’t carry Berserker power into the next enemy while in battle. It’s kind of sad when your character says “Gaining Adrenaline” or “Adrenaline rising..” when you are in fact losing it.
I agree with the rest of you comments but I don’t see being unable to carry BP into the next fight as a bad thing.
Berserker’s Power is a plague. It promotes passive play and is so strong that it single-handedly pretty much relegated our class mechanic into uselessness. If anything, BP needs a nerf or needs to be replaced by something else.
Can we not derail the thread?
All of the people against this seem to be in a rage because it would hurt their pve setups. Which is understandable, but here is the easiest solution ever:
Nerf blasts and/or battle sigils down to 2 might stacks in pvp but not in pve.
I dont know why separate balance between the game modes was never a thing (maybe it would have been too confusing to new players just like leveling was), but it would help so many issues.
I’ve no idea. PvE and PvP are apples and grapes. In every game.
When the definition of fundamental things like what’s useful and what’s strong are completely different between the two, balancing them together inevitably becomes a mess.
Xae:
Ok, different approach:
now you are able to stack 25 stacks of might. This means 875 power-condi damage. Equal to 1750 primary stat.
after the change you would have – let’S say – 17 stacks of might. This means 595 power-condi damage. Equal to 1190 primary stat.
That means 560 less power.
A full zerker build has around 2500 initial power. So you loose 15% dps. That is tough you might say…
But if you could reach 25 in the past you likely will do over twenty stacks after…
20 stacks give: 700 power.
25: 875700+2500=3200
875+2500=3375That’s 5% less damage.
So… as I said a 6 minutes fight would last 30 seconds longer…
P.S.: not counting the condition damages here… sure they help…. But in PvE dungeons
they are unimportant…
The problem isnt making fights longer or shorter, but a disturbance within the relative usefulness of skills.
For example, if a non-damaging skill previously gave 3 stacks of might because it was a blast and you nerf it to 2, that skill’s effectiveness is cut by 33%, which means there’s a good chance that it falls out of being useful because it won’t contribute enough group DPS to cover up your personal loss for that attack.
That is some reasonable math, but when the engineer meta builds are those that do not stack might or have a fire field, what is your math suggesting is a problem with celestial engineer?
That is a fair point. If AoE might stacking becomes nerfed to a more reasonable level, will burst AoE healing (from water fields) be next?
Burst healing is also currently on the hotlist (especially with Celes Eles condition removals and stability /no poison condition/no interrupt counterplay). Hmmm
The problem is twofold.
1. What is ‘reasonable’? Might is an universal boon, if you change it you change it for every class and every build which receives it, so there’s a high chance of collateral damage done to other builds/classes. On top of that, there’s the problem of PvE. What is high damage and what’s strong is a whole different beast there, where everyone is running in full zerker builds and where pulling full DPS rotations is a norm as opposed to a rarity.
2. When do you do stop? Skills and effects need to have a noticable impact, otherwise your game becomes boring to play and boring to watch.
There’s a whole bunch of complaints about celestial might stacking, this is because celestial is meant to be the jack-of-all, master of none amulet.
A power or condition damage main stat amulet provides over twice as much of the primary stat as celestial offers (932/438). When this is added to base stats, 926, the ratio between a main stat amulet and celestial becomes 1.36 (1858/1365), so 36% extra main stat damage.
The problem is when might comes into play, as might gives a flat rate of 35 power and condition damage, the loss of damage for celestial is mitigated. At level 80, 25 stacks of might gives 875 power and condition damage. Adding this to the previous values gives 2733 stat points for a main stat amulet, and 2240 for a celestial amulet in both power and condition damage. This ratio is now 1.22, so 22% extra damage in just one stat from a main stat amulet.
It’s also important to note that power/condi builds still benefit damage from the opposite damage stat from might, e.g. adding 875 power to a rabid build is not a negligible increase. My proposed change would affect this as well, lowering the gain of a stat not invested in.
Ok, so facts out of the way! I propose making the effects of might scale with base power or condition damage, for each increase.
Because there is no boon equivalent stat to condition damage, most boons are unaffected by stats (regeneration and retaliation being the exceptions). If might was made to apply stacks as a function of power/condition damage, e.g. base power + amulet + traits + (anything that isn’t might), this might make the damage sacrifice that celestial amulet is supposed to have more accurate.
I feel like if this happened, zerk builds shouldn’t benefit more from might than they do now. but rather should be capped similarly to the current 875 stats at present.
Condition damage seemed more difficult for me to make a formula for since each condition has separate scaling so I haven’t done anything regarding that yet. Anyway, hope you enjoy and critique away!
Well, nothing affects might is like how condition damage doesn’t make poison’s heal hindering stronger or increase the chance of glance on weakness.
If you have an engineer, try this:
1. Take your flamethrower out.
2. Aim your camera into the ground such that you got a bird’s eye view of your character.
3. Use #2, Flame Blast. See how it goes straight into the ground because it follows your camera?
4. Now turn your character to the right one pace, and turn him back to the right again (ie, press d and then a).
5. Shoot Flame Blast again.
6. Notice how it now shoots straight ahead of your character instead of going straight into the ground like last time.
Wat,
An alternative would to make it ground targeted.
You also need to make it constantly explode.
Michael Bay would be proud.
While nerfing Fire Field+ Blast might hurt PvE, it honestly wouldn’t be by much. It also might allow for some other specs to creep their way into dungeon metas because stacking 25 Might for the entire fight is currently so easy. Nerfing the field+blast Might stacks will make that more difficult, opening a door for other build possibilities.
WvW wouldn’t be touched at all if the duration is untouched, since so many blast finishers go off anyway.
This!
If the fire-blast would give only 2 stacks of might instead of three this was cutting of the offensive abilities of the cele profs without affecting much anywhere else. Dungeon boss fights might last 30 sec longer. Nothing else is touched basically….
And do not tell me that any of the current power OR condi builds relies on fire field blasts for damage…. It’s an addition but not necessary…
You’ll probably find it’ll hurt PvE a lot. Since PvE balance is pretty much a pure numbers game relating to how much DPS you pump out, it’s much more sensitive to coefficient changes. By gutting nerfing fire blasts, you’ll likely find a bunch of skills being relegated to uselessness because their sole purpose was to stack might.
I don’t see any other spec crawling up to meta status if you nerf might. Both ele and engis don’t exactly trait for might stacking, and the warrior PS build is already on the cliff of whether it’s actually useful or not given it’s only good in a restricted set of cases.
^ the 1/4 second isn’t the bad part. The bad part is that the evade doesn’t occur right away and instead happens during the middle of the animation.
Just why? If I wanna use it to dodge something, it means I need to dodge something now, not in 1/2 seconds.
I’m just curious if there’s any balancing problems associated with if we change Flame Blast such that it just travels perpendicular to the ground but not restricted to land (like the flamethrower’s autoattack, not like say, elementalist Vapor Blade) when you don’t have a target.
The problem currently is that I feel like there’s really no benefit in making it shoot in the direction of your camera. There’s a handful of cases if any at all where it’d benefit you to be able to aim up, and rest of the time, it’s a hindrance because without a target, it’s basically restricted to being a melee skill.