I don’t miss fixed roles for class X in GW2. But what i would like to see, is more content that needs control and/or support builds instead of pure DPS.
I think the warrior is a bit to strong, beacause he can do most things really good. I don’t want to say “there is nothing a warrior can’t do well”, but sometimes I think that could be true.
When I was leveling my warrior right after my necro I was kind of shocked. Everything was so easy, there was no challenge at all. Having huge passive healing and if there was too much damage use Endure Pain, which was not that often. Leveling was made with a power build, now I prefer Condi-Warrior.
Healing:
What I think is OP, well at least in PvE is his healing signet. I thought this about the 300 heal version, the 400 is even worth. For PvP this change could be needed but in PvE it is a joke in my opinion. Probably split this skill and reduce passive but increase active heal in PvE?
Burst:
What I am confused about are some of the burst skills (F1), because right now some are support skills or there are better Burstskills in slot 2-5:
- Longbow: swap F1 and #3 (Arcing Arrow)
- Greatsword: swap F1 with #2 (100 blades)
- Spear: swap F1 with #5 (Tsunami Slash)
I think the rest is ok, maybe a bit too high stun duration.
Cooldowns may have to be changed and of course damage based on adrenalin.
What also makes the burst skill a bit OP is that you don’t lose adrenalin on interrupt (not sure about block/blind), there is just a ~2sec CD.
Banners:
compared to other classes with competitive abilities, ranger and engineers, you can’t destroy banners, making them fire and forget. I don’t know how this can be managed, because they are environmental weapons, too. But to be honest no one really uses them as weapon, except of the swiftness. But I think for balancing reasons they have to be destroy able.
On the other hand, this could be a problem with AoE damage in WvW, because of the 5 target limit.
Longbow:
Compared to the ranger his attacks are relatively strong. Having #1 without range penalty (much more damage mid and low range) and 2 strong short CD AoEs.
The warrior is probably not main problem here, but in comparison with other classes and their weapon sets he is most of the time stronger or the set has more synergy.
Didn’t look at the traits right now.
What’s super crazy is the roll’s for direct damage are lots more complex.
Power + weapon damage. roll
Did it crit? roll – What’s crit damage? calc.
Weap Sig for extra 5% dam? calc
Traits/Runes for extra dam? calc (most are below x% mob life, extra check)
Vuln for extra dam? calc
What was removed by armor? CalcVs Condi
Condi Dam, Roll, Condi Time. Done.There checking & pushing extra rules for where it go’s on the stack, what is removed from the stack, is crunching extra calc’s for damage that wont even last the 1sec tick in a big world event.
How can this be the ONLY game I know, who’s servers can’t handle DoT/Debuffs?
As mentioned above that is to simple
I think it is more like this:
Direct damage Part on cast:
- Power + weapon damage. roll
- Did it crit? roll – What’s crit damage? calc.
- Weap Sig for extra 5% dam? calc
- Traits/Runes for extra dam? calc (most are below x% mob life, extra check)
- Vuln for extra dam? calc
- What was removed by armor? Calc
Add condition/boons: - Conditions/boons from skill? _Ceck Stacklimit -> add
- Did it crit? roll – Apply on crit effect1? (check internal CD + % chance + Stacklimit) -> add.
- Did it crit? roll – Apply on crit effect2? (check internal CD + % chance + Stacklimit) -> add.
- Did it crit? roll – Apply on crit effect3? (check internal CD + % chance + Stacklimit) -> add.
- …
That part is the same for both damage types, but conditions add some extra server load
Condition damage:
Every Second
- Check Condition Stack
- For each Condition:
- Check Condition duration of both players (+ % and – % ) could have changed so Calc
- reduce Timer by 1sec
- Is duration <= 0? -> remove condition
- get Condition Damage from player (could have changed due to Might, sigil/weapon swap, buff-food, …) calculation can be made by the client(?)
- Calculate damage of condition
- Apply damage to target
And I think I still miss something
A very good thread about this, woth reading.
https://forum-en.gw2archive.eu/forum/game/gw2/Endgame-PvE-Difficulty-comes-down-to-dodging/first#post2780806
And ANet said there will be no normal MMO trinity (tank, healer dps), instead they wanted the player to play as DPS, control and/or support. But as you said, the content is to dps orientated.
Oh and to make live of zerkers harder a boss with slightly faster attacks, so that you can’t dodge everything, would work too.
Condition damage isnt completely terrible in pve. It just has too many problems and takes too much time to build up to respectable damage. If condition damage scaling is buffed in pve, I could definately see rampager necros becoming a solid pick for organised groups in some dungeons.
The main enemy of conditions right now is the stack limit. Bringing more than one into a dungeon is useless, because they fight each other for the stacks. That has to be changed first before thinking of make conditions a solid pick.
The stacking speed isn’t that slow and shouldn’t make a problem.
Damage could be a bit higher or effected by some + x% damage traits and runes.
Sad, that no one is interested in fixing condition damage
But if we had a new system in place that benefited a support/control role that was teamed with the power of condition damage, why not have ‘Intensity’. The more intensity the more condition damage you at the 25th stack, and the more effective your debuffs are, and the faster you can climb to that 25th stack.
I dont think, that your idea would benefit support/control roles, because we still have defiant/unshackable that stops us.
If our controlls cant effect the boss, control roles are useless.
There was a suggestion like a “rage mode” giving the boss CC immunity, movespeed and more damage if he is interrupted to often (like three times in 10 seconds)
sure, this sound a bit over powered. But compared to a power class that can crit 15k every 2.8-3seconds (I have a thief that can do just that). I think its time something like this starts to be looked at seriously.
Condition builds dont burst. But there is no reason why we cannot have the same damage done in a 45second window that power builds can do. And since we dont burst, we add in control to our attacks.
Condition damage is fine, it could be a bit more or effected by the +X% damage effects. The bigger problem is, that there is content, where condition damage can shine (high armor low hp bosses) and the stack limit, making us useless.
Conditions need to be on par with Crit Direct Damage. If you say you can crit for 15k every 2.8 seconds (Thief traited for Stealth+Backstab) then the top Condition build should be able to push that much damage in the same time period. But there should be conditions that are met for it to be possible.
With conditons you are able to deal between 5-6k DPS under the best circumstances.
https://forum-en.gw2archive.eu/forum/game/gw2/Condition-damage-is-a-joke/first#post2960997
15k over 3 sec isn’t that much, compared to a warrior with 100b + Axe(1) rotation. should be about 7-10k DPS.
BUT you can’t compare them with direct damage, because conditions ignore the armor of the target. So if condition builds would do this amount of damage against every enemy it would be OP.
On the other hand, there is no boss design, that benefits Condition damage (high armor, low HP).
I always though that condition classes are support/control roles. Meaning, if you are doing Dots on your target you are also doing things to cripple their abilities (Healing, movement, Attack speed, Stun, …ect) Let the condition damage scale with the debuff control you (as the attacking player) have up on the target. The more control you have in place, the more damage you do. And instead of Precision for a secondary stat (Currently we have power being turned into condition stat) we should have a special secondary stat for condition builds. My Idea on this at the end.
Condition damage and control synergies very well, because of the shared stat (cond. duration) but you lose a lot of damage, when you spec for control.
For Support i would probably go for direct damage or tanky spec.
We need precision to get our bleeds on the target (traits and sigil or earth) and that is about 50% of the bleed applied. A new stat combination (cond. dmg., cond. duration and precision) would be nice.
Since Conditions cannot crit, we should look at what conditions actually do. They are small hits that are rapid (Bleeds pop every .7 of a second, Burning is about every 1.2 seconds, Confusion is based on targets skill use. So once every 2-5 seconds…depending on target). And they do not scale well. If you have multiple bleeders attacking the same target, then they are fighting for damage done.
What about a buff that you get for reaching max bleeds, or max time on Burning, max Confusion Stacks. So that when you hit max stacks, the next condition application does the total damage of your condition x25 + 5%(for the missing Crit on Condition Attacks). And its only based on your current target, when you swap targets the buff resets to 0. And while you are building the buff(Max is 25, and resets to 0 at 25), your Debuffs get a boost (Maybe more Time on the target for movement impairment, double stacks for Confusion, Chance for attack to fail due to intense burning….ect).
really, with this idea we can go anywhere.
Wouldn’t that change us to be some sort of direct damage dealer?
And more important it would destroy the idea of a DoT!
The biggest fight for a condition class is the stack limit, this has to be removed.
Or increased in a way, that we can’t reach it.
But this is also why I have been thinking that for condition ‘power’ builds we need something like Precision. Since Conditions cannot crit, Precision is almost useless for condition builds.
As mentioned above, you put the cart before the horse. We need crits to apply a lot of our conditions. If conditions are only applied by spells the stack limit is no problem anymore in a group of 5 .
compared to direct damage our stats are:
power = cond. damage
crit. chance = (crit. chance * proc chance)
crit. damage = condition duration
Those stats synergies very well and I think they are not the problem.
What you say sounds like what Anet wanted dungeons to be. No matter what group you are you are competitive.
I think the problem, why bunkers and control doesn’t work in PvE is, that the mobs do only hit you every 3-5 seconds, and that as you said with too strong attacks, whereas player hit you once every second or even faster with daggers or multiple skills at once (i.e. Necros Wells). In PvE i can run around with full offensive stats, because most things can be dodged, because of those slow attacks. In PvP we need defense, because we definitely get some hits from the enemy. Best example PvP-berseker with Vita stat whereas in PvE we don’t need this defense at all (theoretically).
And one more problem is how we have access to support and control mechanics.
We can change skills just with one click and with this change our role.
I think this is not bad for itself but in combination, that we don’t need defense every full damage build can use all his utilities to do this job as well, while not loosing any/much damage output.
Additionally we have relatively good support hidden in autoattacks or minor traits, that is there without doing anything for it.
E: One big concern I have with support in GW2 is, that you don’t get any reward for doing so. your boons are not stronger, boon duration isn’t needed, because we can access them relatively easy, …
And the biggest problem for control in PvE is defiant. I think for trashmobs, we don’t need any/much control to beat them, but for bosses this would be nice. Bad think every boss in this game has at least 10 stacks of defiant, so controlling him in a group of 5 means every one has to wast 2 Control skills, just to interrupt him once. Sounds like a bad deal.
Why not remove defiant completely and do something reverse. If you interrupt the enemy too often, he enrages (i.e. gets stability and might for a few seconds) making control a bit of challenge and tactical element.
(edited by unleashed.8679)
- Condition damage main problem is that if there are 2 condition users involved in the fight, they most often will negatively effect each others damage output. 4 direct damage + 1 condition user is usually fine. but add one more and they can become worthless very fast.
100% right, that is the main problem we have and caused by the stack limit.
Additionally the direct damage Builds also add conditions what limit this stack pool as well.
- It matters that condition damage has this failing because the game is so DPS oriented. Success, can depend on speed and of course speed is its own reward. whether or not you are skipping cutscenes or skipping content in your dungeon, every fight lasting 2-4 times as long and having a compounded chance of failure just because you are not playing the only build/spec to beat it fast is a problem. It’s a problem that doesn’t even start or end with condition damage specs but any spec that isn’t “deal as much direct damage as you possibly can without dying.”
I would love to see a high toughness encounter, that needs condition damage, some one that needs control, … not only high damage. The new TA has interesting encounters, but those are still damage based
- While fixing condition damage will not be enough to fix the above problem, It is another step in the right direction.
Yes conditions need some major fixes in the current game design.
Condition damage is actually in a really good place right in solo and sPvP/WvW roaming, the PvP types are very similar to solo PvE in that you don’t have multiple teammates all fighting 1 target. But conditions don’t magically deal more damage to players, in fact most conditions are less effective on players than MOB enemies, and while every defense against being hit with a direct damage attack also works for conditions you can also remove them once they are applied. So against certain classes or players condition damage can be floored in sPvP making that part of the game far more diverse and better for it.
The problem is the group PvE. And if they work here, solo PvE is no problem as well. But right now, we have a design problem of GW2 here (since beta).
I don’t see any problem in some classes are better in preventing contidion damage or dealing it. would be boring if all would be even
A lot of incorrect information in this thread.
- Condition damage builds deal comparable damage to direct damage builds not less and not more in any gameplay type. The OP may have a bad build or is not calculating his damage correctly. (of course it could be another condition character’s fault too. see point 4)
They do really good damage only on paper, compared to direct damage.
For example a high condition damage build: http://gw2skills.net/editor/?fQAQJArNiAieAAAHD-jACBYhBkWAgqAMHqIas1gFRjVdDTHjIq2crIa1SBMp0I-e
gets about 3000 cond. dmg. with full might, sigil and food, while ignoring condition duration (you could use 40% buff food instead). You can get even more but then you lose crit chance (-> less bleeds).
for our conditions that means:
bleed = 193 * 25 = 4825
burn = 1083
confusion = 291
poison = 382
And attacks with a DPS of ~1k
Let’s say i can do 25 stacks bleed, 100% burning and poison, that means a DPS of 7290. Not bad, BUT AFAIK there is no class that is able to stack 25 bleeds and has a 100% uptime on poison and burn. One of the strongest i know is the warrior(didn’t play engi) with 100% burning and and average of 15-20 bleeds. Doing 4978-5943 DPS. But that is only achieved under best conditions and after a few seconds (after sacking conditions). And only if you are the only condition damage in town.
- Condition builds are popular in sPvP because they are useful in sPvP not because they are Stronger against players, but because they are actually useful against players. (just like bunker and support builds are popular in sPvP while they are not in PvE because they are actually useful in PvP)
Conditions are used in sPVP because they ignore Armor/toughness, so it is a good counter against those bunker builds. And additionally they can be used very effectively in bunker builds as well. That’s the only magic in PvP.
In PvE there is only less variation in toughness and additionally we have structures.
- Burst has nothing to do with most PvE problems with condition builds, in fact burst is more of a PvP desire. The reason direct damage is preferred over condition is because it has no upper limit (Tossing timewarp on a direct damage party will increase their DPS exponentially, while a condition damage party still has to deal with caps, stacks, and time limits.) and the direct damage stat set has better synergy than the condition damage stat set.
100% right.
Probably worth to mention that zerker is the only set, that has 3 offensive stats. And that in PvE there are still structures, that really suck as condition player.
I don’t like the idea with the conversion into one big condition, because there are too many questions.
How does it scale? does it do a fixed ammount of damage, percentage damage, condition damage of one in the crowed?
If it does fixed damage, berserker groups could just take a sigil of earth and increase their overall damage output with it. If it is done with the condition damage of one random guy, it could also be a berserker with 0 Cond. damage, …
Who does damage belong to? as mentioned above a random guy, everyone, … ? (but if we do more damage this is less important for me)
What would be the duration of this mega bleed? everage of all current bleeds, fixed 10 sec, … ?
What happens with burning, confusion and poison? Those two are limited to only one per group. Do they get a bigger stack, and then a better condition as well?
Other solution:
- Don’t update condition damage every second (i.e. due to more might), just make them fire and forget to reduce Server Load/calculations
- Add several Slots for burning, confusion and poison, because these are high damage conditions.
- a) increase the stacklimit by size of the enemy and probably remove the minor trait that gives a chance to bleed a foe, because berserker crit a lot and steal condition slots (I don’t like that idea)
or b) give every player a single Condition slot, that stacks in intensity (the formula is some sort of a floating average). So there is only one big number per player that ticks per second instead of x small numbers (well that will change soon, but it is only a visual change). This also reduces Server Load, because it “only adds” the damage to the slot and does not have to check several conditions duration.
I think there is a possibility that something is broken.
In my guild there are 3 people, who get the good loot. Well they only got one pre each, as far as I know, but lots of exos, ascended weapons, … If someone gets good loot in the guild it is one of them 90% of the time.
I Think SteamOS could be the real deal for gaming on Linux. Because with SteamOS we get a “closed” System designed for gaming with a big backer behind it. And additionally Steam brings tons of games in one Platform.
Yes, right now only few support Linux. I Think some will get ported but most will not. But I think a there will be also better Wine Support for those other games (probably Wine is build in SteamOS already ?)
And saying, that Linux should be used the way it was designed for is a bit odd, because Linux is only the Kernel, the rest of the Distro defines what it can do and what it can’t do.
PS: Saying SteamOS will become a “closed” System, it is a two-edged sword. On one hand, no one will release a game for those thousands of combinations of Software available. So having one System is a good move. BUT Linux meant to be free, in the way of modifying it. And to me that seems to be a bad move for linux too.
Ok, think we will never be able to control Mobs.
Just made Teq event and feared one of those champs that attacks the turrets. Result was 53 stacks of Defiant.
That has to be a joke! How did they ever thought about this “new Trinity” with control support and Damage?
It is not only the condition classes that use this stack, every power build with 5 trait points in the precision line produces also a lot of weak bleeds as well.
It is a first come first serve, so it isn’t even guaranteed that strong condition DD will bring their bleed on the mob as well.
Additionally for burning and poison there is only one stack for all players.
And therefor bringing more than 1 Condi into a dungeon is useless, because every build can generate at least 15 bleeds plus poison and/or burning.
ok thanks, will try that
Is it possible that Anet removed the jade skins from the trader in Lions Arch?
I have two tickets left, that I thought I can use later. But there are no skins anymore
First the new super adventure box comes out , way too hard , gets nerfed and now the new Teq comes out and one server has completed it…once.
Would be interested in your feedback.
The box wasn’t too hard before patch and it is a joke right now. I did the W2 several times before patch. Unfortunately I didn’t run hard mode before the patch, but I think I would be able to finish this too. Probably died more often, but who cares?
Right not the only challenge is hard mode, because you are not allowed to jump every where (until you know where it is save it becomes fairly easy)In normal mode there is no challenge anymore, because of to much QQ in the forum.
Same for Teq, yes no one killed him within the first 8 hours (?) But now some got managed to do so and more and more servers will succeed, too. Stop crying about something at the same day the patch arrives (unless it is a bug) that it is too hard and no one can do it because it is not true. I hate it, that some people think the game has to be made so easy that even my cat can play them.
I hope Anet doesnt change Teq
A full berserker warrior can go full support if he/she wants. I normally do it in PUGs (if I’m the lone warrior) by going fgj/banner of disci/banner of str and then signet of rage unless the group seems to have decent DPS then I slot in warbanner for the full fury uptime. On my mesmer I have full berserker and can double boons, chain reflects, strip boons, AOE condition removal from phantasmal warden on temporal curtain whirl finisher, apply AOE quickness for DPS increase. On my (you guessed it) full berserker guardian, I can offer projectile absorption/reflection by chaining wall of reflection and then shield of the avenger. I can remove conditions with purging flames or pure of voice. I can give group protection with hold the line, group stability with stand your ground, group swiftness and aegis for skipping sections (retreat). I can make my own fire field and blast it for might. Warrior can blast fire fields with their banners.
You don’t see the problem here? You use a full offensive gear and provide even better support (due to higher crit chance) and do 150% more damage than some one who wants to play Full Giver Support. You might want to call this person idiot for running Giver armor in PvE. The only thing giver armor give better than Zerker is a 400hp/sec regeneration instead of 130 and maybe some AoE heals/shouts. This could help somehow if bosses wouldnt burst that much in a very slow rate so that all can be dodged. If they hit twice as fast with half the damage vigor and regeneration/healing would become more important. But this still wouldnt mean, that the content cant be done without a supporter.
Boon durration means nothing, because all boons can be stacked to easy. Its only interesting for solo play.
Now people will say “but all you’re doing is increasing DPS!”, but isn’t that the point? In a trinity MMO, you have your tank taking aggro so that your DPSers can actually deal damage and not face planting, if they take hits you have your healer to heal them up so again, they’re not face planting. In both the trinity MMO case and in GW2’s case, support is designed around maximising group DPS uptime, it’s just that you’re not forced to take specific classes in GW2 and the roles aren’t clearly defined. Support in the “healing” sense doesn’t come from burst heals, it comes from damage mitigation through aegis, reflects and protection, so rather than bringing HP bars up, you’re reducing the amount they drop in the first place.
I know that support means increasing DPS, but why is the zerkergeared and full dps skilled player able to do this as good or even better than someone wearing clerics gear or some other stat combinations.
And now people will say “but this means I have to re-roll warrior, guardian, mesmer!” and to that I say that most people here have no idea what the meta is. …
The problem we have now is that going everything other than zerker gear is a disadvantage for the group. Making the fights take longer, taking more damage, need more concentration, leaving a bigger place for mistakes.
(fiery greatsword rush will wipe the floor with warrior hundred blades, you channel for 4 seconds and deal 300k damage, warrior will do maybe 40k over a 2.75s channel).
Im pretty sure these 300k are not intended. No other class is able to deal that much damage.
So I’ll say it again. There is a ton of support in this game. If you think that it just requires pressing 1 on bosses, then you’ve probably watched too many speed clear videos where they’re actually using proper skill rotations, switching out utilities between fights and stacking boons so effortlessly that you don’t even notice it they’re doing it so quickly. No, you should not use stats like healing power or boon duration, they’re not needed, but in absolutely any gear you can provide a ton of support. Even a horrifically geared warrior can provide group might, fury, power, condition damage, precision and crit damage increases.
And you really dont see the problem here? btw what do you mean by horrifically geared? white, blue, green and yellow gear or 95% of the stat combinations other than zerker gear.
@All:
I wouldn’t call it holy trinity, because for me that implies:
- Guardian = Tank
- thief = melee DPS
- Ranger = range DPS
- “Cleric” = healer (we don’t have that class for a good reason)
- …
GW2 is far beyond that (in theory) because if I decide to play one class I am not forced into a specific role. Let’s take a warrior, he can be Support, melee DD, range DD, Condi DD, Tank/Bunker and probably some Hybrids. And every other class can do this, too. Yes one class is a better DD, one a better Support, … So one class can do specific parts a bit better then others, but who cares? That doesn’t mean others can’t do that content the same way or without this specific role. If all classes could do the same equally good, why would we need different classes?
Ding ding ding, exactly this. Control do not go anywhere because individual CC skills are tuned for SPVP duels more than PVE 1vX mob waves. In most other games, non-tanks compensate for their squishy nature by putting multiple mobs on hold for long periods.
One reason i suspect for GW2 not having this is that CC lasts the same no matter what i do. In just about any other game, if i CC a mob but do not attack it it will stay that way longer. But once i attack it there is a high chance (sometimes a guarantee) that the CC will drop.
CC in GW2 is set up with a fixed short duration because it is meant either as a set up for a spike or as a escape mechanism in a 1v1 SPVP fight.
I guess what ANet could do was make CC have a dual tier. Leave the current durations as the CC’s unbreakable duration, and once that is over it will continue but with a high to guaranteed chance of breaking on damage. This means i can use CC to keep mobs off my back, but still do not enhance its effectiveness for SPVP spiking. They could even leave the breakable portion out of the CC in SPVP completely, tho i suspect they won’t as they are hell bent on keeping the skills as similar as possible in all game modes.
As for boons and nondamaging conditions there are one stat each that count, duration. Meaning that the only difference between protection, or weakness, from a dedicated build vs a non-dedicated build is how long it lasts. And unless it is from a long duration source from the outset that will mean bupkis, so why bother?
I don’t think there is a problem with those short CC’s you just have to refresh them more frequently. I could build a necro with 100% freeze up time. There are other builds that can cripple the whole time, etc. I think you don’t need a lot of AoE CC because most of the mobs are trashmobs that die pretty fast and then there is only one or two stronger left that “need” to be controlled.
Especially for Stuns, knockup/-down/-backs and fear you don’t need long durations, the important part should be the interrupt and not to disable the enemy the whole time (stunlock). In the thread posted above one (why_me.xxx) suggested to remove the defiant buff completely and let the boss enrage if he gets stunned to often (i.e. 5times/10sec). Which means he gets stability, 25 might and swiftness, so you cant stunlock bosses or have a big problem if you try to. Additional you have to rethink some of the weapon #1 skills mainly mace and hammer so they don’t permanently interrupt.
For the support part, to make this more important, autoattacks also need to get rid of CC’s, might and vulnerability. In my opinion these conditions/boons have to be applied with a CD (skill 2-10) or you have to pay for them (Rune, Sigil and/or Major trait).
And last but most important for a support, as you said, it doesn’t mater if you call yourself support, your Boons aren’t stronger (except of regeneration). Your team just lacks of another DD. I think it should be possible to compensate this one guy, with your stronger Conditions/Boons spread over your team.
Let’s say that every Boon and non damaging Condition would be half effective than they are right now. ~30% reduced effect and duration. But on the other hand they will get stronger on both sides, effect and duration, the more boon duration I invest. The question is what happens with non damaging Conditions? Do they increase with condition duration and Condition DD’s become new meta if stacklimit get fixed (good damage + super CC), Only downside for them, vulnerability wouldn’t bring any benefit.
Who said, support is defined by “only watching HP-bars”? There can be so many things like buffing your allies, use aegis at the right time, keep protection/regen up all the time, cond. removes, provide combo fields, …
You also could count Control as a form of support.
At the moment you get no benefit when some one tries to support the group (with anything else then damage) It sometimes gets even harder for the group.
Why do we have all that builds/traits that we can’t use properly in PvE. Why are there any other statcombinations than Power/Preci/Crit. Dmg on ~95% of the armor?
Why can a glass canon be the egg-laying, milk-bearing woolly sow?
Don’t get me wrong, I don’t want that there has to be a “healer” in every group, that we can blame for every wipe. That is the last thing I want. But believe me GW2 can be more then pure DPS.
@JDGumby: I guess it has to do something with the much bigger numbers popping up?
I would also love to see more support and control instead of pure DMG. But both types have huge disadvantegs in PVE right now.
Control:
- Ever Champ/Boss can’t be controlled, because you have to get rid of those 10 or more defiant stacks. If you remove them completely i think people will stunlock bosses with mace autoattacks witch is also a bad idea.
- CC is less efective beacuse of Unshakable on every Champ/boss making CC more useless.
Support:
- Every Class or weapon gives tones of Boons for the group why do we need one guy specialized for Support. DD Warrior i.e. have Banners, 150Power Trait, grand fury, … . The only classes that supports right now are the messmers with time warp and probably Guards with aegis and WoR.
(@LanfearShadowflame and Lokki)
Having said this, there is one very good thread for you two, and of course everyone else who likes anything else then Zerker.
https://forum-en.gw2archive.eu/forum/game/gw2/Endgame-PvE-Difficulty-comes-down-to-dodging/first#post2780806
The TO covered all that problems, made some suggestions for new bosses that can be easier handled with come control. And the thread needs some more life I think
Mount Mealstrom also counts as Maguma.
for me it was the Nord west Jumping puzzle there, but when you say you made them it shouldn’t be that in your case
Just found this one:
pretty nice idea to make support more interesting
https://forum-en.gw2archive.eu/forum/game/dungeons/Useless-supports/page/2#post2832611
I get your point and I’m with you on that one. I even opened a post on the suggestion forums (how naive right?) asking to change the “boon duration” stat for something like “boon potency” that not only increases duration but also the power of the buff, making Fury not only 20% crit but scalable to who knows 40%? (let them do the math lol) with full gear or Might giving more and more damage as the higher your boon potency is. Banners could provide more numbers also. The only “gray” I could find was regeneration where healing and boon potency could override but its not even a huge deal for a design-develop team to figure it out, like let healing alone do the job.
If only something like this… I believe all party would like to have someone full on boon potency for the amplified buffs and let him do the job while dps sports their damage utility instead.
I would run 30/30/0/10 instead for the extra burn from duuhmfire, because burning is the strongest dot in the game and you have access to it.
That is a bonus damage of min. 325dmg/s (every 10s ~650dmg for 5s) withought sigil and might.
You lose vampiric for it, but that heal is relatively small something about 30-40 if I remember right.
Yes we are different, intelligence doesn’t rise with the amount of players in a Zerg
Seriously you are right, some non glowing and blinking skins would be nice. My warrior runs around with the shabbiest armor i could find, wooden swords and a toy rifle. No glow, nothing, and i like it
Where did I say that all has to be equal? Every armor should have it’s pros and cons and one is probably a bit better combination. But right now Zerker gear is way over the top. Because of the dodge and all the blocks/reflects in the game there is no downside on going full offensive. It is even better to go full dmg because fights get easier because of it.
My plan is to salvage everything until i get about 70-75% MF. then i sell the greens and salvage only the blues i think.
Remove all gear stats except Berserker from PvE and that would clear up any confusion people seem to have with this game. Support comes from weapon choice, utilities and traits, the gear you’re wearing is irrelevant. Whilst I understand where TheGuy is coming from and how this shouldn’t be the case, but gear variation is ultimately different levels of ‘training wheels’ until you’re experienced enough to go full zerk, and to be honest I quite like this system. I mean have you seen a <500 AP player actually pull off full Berserker well? And by ‘well’ I mean not camping at ranged/CoF1.
Small question:
Why didn’t ANet then use PvP Armor in WvW and invented all that new armor stat combinations especially for PvE/WvW?
Put in different materials for crafting different armor, when, with your logic, only one is needed? And so on and so forth…
I mean you are right, most of the support comes from your weapon and skills. That is a true. But there are also a lot of traits that synergies with support builds.
Beside Zerker gear, there are stats that increase boon duration and healing power. But instead of helping your team with that you make fights just longer. On one hand that support might be needed in longer fights but it is way more effective with a full DPS group.
Ultimately GW2 is a " play the way you want game ". There’s nothing stopping anyone to get heavier gear, more utility and play any way they want. But changing the game to make it more fun for a dare I say few of the players – that’s just bad.
Dodging is a core mechanic that I LOVE about this game.
One of the few things I’m 100% in support of is the " be quick or be dead " idea of the dodge system. To take that away is to simply make the game into something else.
Instead of " let’s make the game so that dodging isn’t that important " why not just " let’s learn how to dodge".
No one said that dodging is a bad mechanic in this game, but the design of the game is made that all you need is damage and a dodge at the right time. But GW2 is more, the list of the OP at the end of Post 1 is long. And there is no damage or dodge included.
I am completely against removing dodge and I think the OP too, but at the moment it is just too powerful in combination with actual boss mechanics (only one big hit every 5sec). Just add some more frequent smaller hits, where you can’t dodge all the damage away instead of letting the boss stand there and do nothing.
Also – Bright pointed out a very true fact.
Make engagements in such a way that you need specific tactics/ gear to handle them and you’ve killed off 50% of the players right there.
You have NO idea how most of the players in this game play. Terrible is too much of a compliment.
Not only would you be forcing them to coordinate but also to get specific gear.
If this came on release it might have worked. But so far into the game here’s what will happen:
Given the nature of GW2 most players play a 1-set 1-build thing.
Change encounters in dungeons and bosses to require different sets and skills and whatnot – the rich, zerker farming elitists will be the first to have the funds to change. They’ll spam the forums, curse, adapt and keep on speed clearing.
By the time the average casual gets the gear he needs to run said dungeon effectively no decent party will have him since he won’t know what to do and get kicked at first mistake.
You have 4 utility slots that can be changed while out of combat plus different weapon sets with unique play styles. I think everyone in the game should be able to change one of them to get things solved.
I think the OP is pointing out some problems of the game that have to be changed sooner or later, because in the end they ruin the game. What If zerker gets boring, you could switch to different stats, but as you said, who wants to play with you anymore (
“waste time”)?
Don’t get me wrong, it is not personal that I only respond to your post.
Another " make the game what I want it to be " post. Greeeeat.
If you would read the reactions in this thread you would see that the OP is not alone with his opinion .
One of the things that I believe is fundamentally good about GW2 is that it rewards skill and ability.
Yes – they’ve toned down the strategy and buildcrafting aspect of the game but that’s gone and it’s never coming back. 5 of our skills are permanently linked to the weapon we carry. I think it’s clear to everyone what the devs intended.
The intention was a " no build fails " situation. Well – in that case the current meta will be the build that succeeds best.In GW1 the build you brought meant everything. Not the case here – in GW2 the ability you have as a player means everything.
Yes – I see how some of the slow players can be upset – there are other aspects of the game that are more upsetting though.
In GW2 you have different weapons for different builds. Right now the meta is Full-dmg melee berserker. If you are ranged -> kick, Wrong class -> kick (i.e. ranger, necro).
There are weapon sets designed around conditions, control, support none of them is needed and in most groups not allowed.
Can you imagine the amount of work it would take to remake every encounter in the game and change it? What about the backlash?
No one says it has to happen tomorrow, but the way GW2 is on right now seams to be the wrong one and it should be changed before it is to late. the forum is there to say what is wrong with the game not only how great zerker gear is
People are comfortable with where the game is. They do their dungeons – get their gold – work on their legendary weapons.
The few people that actually want a challenge are doing high level fractals. Which in a sense is more like what you describe.What are most of the players doing? Zerg farming bosses, speed clearing the fast dungeons and not much else. Why ? Because that’s the majority of your player base.
What do you think would happen when zerker parties wouldn’t be able to steamroll content? They’d steamroll the forums with so much “QQ” that could only be considered equal to the first announcement of ascended gear.
And one day later they go to the forum and cry because everything is to easy and monotone or just quit the game forever.
Have you ever asked some of them why they are doing this? Because it makes fun or because they don’t have anything better to do?
A lot of the people here are forgetting that this game shares very little in common with the original GW1.
Dodging and the way the game is set-up is part of the key mechanics of this game. I doubt these will ever be changed.There are a few players ( like you OP and like the above posters ) that would enjoy this kind of change but there are more that wouldn’t. Many players are fine with the way this game is AND as I’ve found many times over they will be quick to remind you that GW2 is not GW1.
Speaking of core mechanic, the game wasn’t meant to be build around zerker gear. There were other aspects planed too. i.e. control and support.
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
Regarding speed clearing and elitists.
Running dungeons in zerker gear isn’t easy – it becomes easy once you learn them by heart. Very few people in the game do it and you have to look for them specifically ( i should know since that’s mostly what I run with).
As much as people around this thread would want the general " min/max " approach most players take to this game ( myself included ) will not change.
This game is by design making you need money/resources for gear and legendary weapons and whatnot.
I don’t intend to waste time around running AC with a full tanky group. Why would I ?
Why would anyone not speed clear?
And why isn’t the tank armor deleted from the game then? or healing stats, condition damage, … We don’t need it. ^^
And don’t give me that " Enjoy the content " thing. How many times can you run the same dungeon over and over and still feel it’s unique?
depends on boss/dungeon mechanics, bring in some randomness and it won’t feel the same every time.
Zerker/Stacking/skipping will always be a part of this game because that’s what most players want.
How many threads along the lines of " we cleared X dungeon too fast " or " we’re farming TOO HARD over here – please nerf " have you seen? People want this. You may not want to – but most of us do.
Sure about this? 90% of the players don’t even know that there is a forum for the game, what about there opinion?
EDIT2: After reading some of the newer posts, I think completely preventing lootbags and xp is a little too much. However, suicide can put an added challenge in killing downed players so I’ll propose a penalty of 50% xp for suicides instead.
Why should i get no (or only half) loot and XP because the enemy give up the fight?
That doesn’t make any sense. I was able to get him downed and probably survived with few hundred hp. And just because he suicides I get less reward?
And that all just because i didn’t finished the enemy within 2 seconds? I mean you need that time to walk to the enemy if you play a ranged char. Then there is the fact that skill 2 can interrupt you (if you don’t have stability or use stealth). So If some one gets managed to finish the enemy within this time the enemy was AFK.
And the guy that suicides doesn’t get any penalty for doing so? I mean he gave up the fight, he could have tried to rally but he gave up …
I see a small chance in PvE there are some situations where you don’t want to lie around but even there life with it. It only takes 5 seconds to die.
And speaking of PvP it can be helpful to keep a player downed as long as possible, because then you have a 5vs4 situation. With this mechanic that won’t work anymore.
So a -1 from me.
1. as why me said Condition Stacks/Caps have to be removed
2. more filter options in the trading post, for example armor stats
3. Equipment slot for a Mini
One last thing, it would be easier to read if you would sort the topics a bit.
more Build variety:
The berzerker > all has to stop. It would be nice to feel competitive when you run around as tank, support or with a Condition build. Yes GW2 has no holy trinity but does that mean that damage is all that counts? I would’t say my conditions do to less damage until the first zerker crosses my way and rolls over the enemies. Fighting vs bosses let me thing about the biggest problem of conditions in GW2.
remove/rework Conditions Stacking:
It is stupid to limit Conditions in a way, that 2 people are enough to easily reach this limit. 25 Bleeds, my warrior can do that solo for a few seconds and also applies burning.
The worst thing is that only one burning/ poison can be applied per enemy. As if only one out of thousands could apply these effects in GW2, … If you have three people playing conditions chars in one group, it is very likely that one of them does zero condition damage (only few hundred damage due to auto attacks)
Dungeon bosses with unique mechanics:
Speaking of berzerker > all, why not design bosses, that need to be defeated by some special tactics? For instance bosses, that need to be killed by traps or like in the gauntlets, where you have to buff yourself/ debuff the enemy to kill him/her/it. Bosses that you have to survive for x minutes, … Common be creative, increasing the health further and further in my opinion isn’t the way to go.
And my last point (even if some people don’t want to hear it)
nerf zerker gear:
Why? because killing Lupi within 17 seconds, including his invulnerability, can’t be desired by A-Net. And as mentioned above, if you choose any other stats right now you lose so much potential and don’t really have any benefit from it. Using defense is useless vs bosses, because they one hit you anyway (or with some luck two hit you) . But because of the lack of damage the fight takes much longer so your chances to die are higher. If you are so stupid and use conditions you not only do less damage you also have the chance to run into the stack cap and do even less damage.
I don’t think dealing the damage your condition would normally do in form of direct damage or any other form of damage multiplied by X is the right way. Conditions are meant to deal constant damage over time and not burst damage.
Bad news I think A-Net didn’t think about or ignores the unfairness of condition damage at all, because there was no change since release.
Instead of fix, you can make it so, different dungeons or contents are possible with different builds, which they tried to achieve with Queen’s Gauntlet.
- Make a boss or couple of monsters that takes 90% reduced direct damage. People will be forced to use conditions to kill it.
Wait what…
Things should be diverse! But people should be forced to spec in a specific way to fight a boss.
right now you are forced to go direct damage, because more than one Condition DD in a fight means will steal each others damage. For example if both can burn/poison the enemy or have more than 12,5 Bleeds 100% of the time only one will do the damage.
Something needs to be done to give Condition Damage the same behaviour regardless if there is one ore more Condition players in the same fight. But making it more important by capping direct damage isn’t the way to go.
The cap has to be removed so everyone can output his full damage and you can go into dungeons with more than one condition DD.
I think this could be the way to go:
Sollution-Condition-Stacking-Boons
@Asurch: Your last point exists, in form of the Necro Trait Target_the_Weak and i belive there are others too, but unfortunatly it only buffs direct damage witch in a condition build isn’t that big.
I’m starting to get this feeling, that it is not condition builds in general that are unviable, but certain build paths on certain professions. I have tried condition damage thief for a long time now, and with much success(it was fun too). Most people who complain on the conditions being underpowered are usually necromancers or mesmers. I think the problem is within those two classes, rather than the conditions themselves.
I’m not sure where you are getting at, because confusion still stacks in intensity. Confusion was nerfed with good reason. And what do you mean conditions are rng based?
I play Condition Warrior and Necro. I would not say my damage output is too low, well only if I compare it with a full damage zerker, because that damage is ridiculous.
But that is said when I am running around solo. If you have ever played your thief in a group with two or more Condition DD you would know that you miss a lot of damage, because even the second one in the group loses damage. The rest of the condition DDs will only deal damage with autoattaks there are no stacks left for them.
I think Nurvus System isn’t that bad, well everything is better than what we have right now
Even in PvP and WvW this should be applied, because there we have the same problem with the stack limits. But you can have at least more than one Condition DD per team and be still effective. Right now, as mentioned, they stand in each other’s way. I think Conditions won’t be OP in PvP because of that change, because right now, they deal much less damage than a direct damage spect player. Yes it is constant damage without burst spikes and it will still hit you when the fight is over, but you need some time to get your full potential and beside Conditions can be blocked, dodged and missed (well, the skill that applies them) they also can be pretty easily removed.
Skills that multiply Conditions (i.e. Epidemic) would not be OP, because the will copy only the one Stack from one player and not from all. Yes I know that would be a big nerf because it will copy only a theoretically 10-15 Stack Bleed instead of 25, but it will be still very strong.
One thing that has to be balanced with Nurvus method is the condition remove. Is it fair to remove one Stack of bleed, in other words the Camage of 25 players or should it just remove 3 randomly selected stacks. Other method would be to reduce the stack damage by x%, …
This will be the hardest part to balance here.
@joules: I don’t like that idea to specialise classes to special conditions, because then you still have people blocking each other. And what about the Ele? What condition will he get?
Oh, I don’t have to talk to myself anymore
@Nretep:
1. Yes there is a difference, but it is too small, that you can ignore it. Because that bit of more survivability you get isn’t enough to benefit in the much longer fights. Especially in boss fights, where you have to deal with this huge burst damage.
2. What are the other solutions? GW2 is released 11 month ago and they don’t have any idea how to balance this? That is ridiculous. If they can’t fix it then only one char has to be allowed to hit an enemy per second. Or remove condition damage completely, … please don’t.
3. No, a lot of the conditions are applied by critical hit, so you need precision as well. because of the lack of damage and the fact that stack have to build up, the fights are longer, so versus trash mobs you need some kind of survivability (toughness/vita) and therefore lose some damage. And as whyme said, to benefit most out of precision some power wouldn’t be that bad
4. What was balanced here? The bosses get more health and are now invulnerable for the first few seconds so everyone has a chance to see them with full health. But what happens on new servers, when there are no lvl 80s? I don’t think a couple of lvl <30 player will have fun with those redesigned bosses.
5. Best argument ever
I say YES. Why should a group of Conditions players be not able to kill a boss. If they even get that far because of §2 .
Why are traits that definitely are designed to increase the damage output of condition builds not affecting their main damage source (speaking of “Target the weak”)? who needs <10% more damage on normal attacks if you don’t have any power?
@whyme:
Exactly.
@Redfeather:
I have to agree, who needs anything else than pure damage?
control:
What benefits do i have here, when i can also slay lupicus within 17 seconds (extreme example). So he doesn’t need to be controlled in any way, because he can’t finish one attack (ok, he hits one time, but in his own face)
support:
Who need support, when the damage dealer doesn’t get any damage and (the group) can stack might etc. to 25 by his own?
Or the biggest problem right now, who needs anything else than direct damage when everything else will slow you down in the dungeon. (I don’t think so, but a lot of people do).
Oh and good loot is another thing you can forget as support/control, because a) you need to deal a min. amount of damage or b) you are so slow and inefficient.
I forgot something.
5. Apply damage-multipliers to condition damage as well:
Have you ever considered that traits like http://wiki.guildwars2.com/wiki/Close_to_Death, http://wiki.guildwars2.com/wiki/Target_the_Weak_ or http://wiki.guildwars2.com/wiki/Berserker%27s_Power , … and consumables (potion of … slaying) could effect conditions as well? an other good example is the boss of the dredge fractal that only gets damage with the debuff. Killing him with 130 damage per bleed and <10k attacks takes a lot of time and doesn’t help the group at all.
Hi ArenaNet, Hi Community,
Because I think there are some problems in PVE, I would like to start a discussion about it. I think the main problem is that damage is everything that counts. And because conditions have a cap berserker gear is the best way to go. There a some reasons for this:
- Bossmechanic:
Nearly every Boss is designed, that players are able to dodge every attack he does. Nearly every Damage you get one or two hits you. It doesn’t matter how much health or defense a character has. If you don’t go on full damage you make your fight harder, because it takes even longer. All defensive attributes are useless. A dodge-roll every few seconds and even a heal isn’t really needed.
To fix this issue, bosses need more small attacks and not only do a 1-hit every few seconds. Alternative some DoTs to get some continuous damage. - Condition damage and condition stacks:
If you have more than 2 Condition-builds or even normal players get together, they reach the Condition cap with ease. In a Group of 5 Player there is nearly no place for one condition-build, because everyone spams conditions, because many classes have traits that give chances to apply conditions, skills that apply conditions, …
This can be solved if every player gets a cap on conditions he can apply. That means they can deal their damage at every time, it doesn’t matter how many player are together. Every condition-build can deal his full damage like every other build too. With this cap per player skill like epidemic won’t be too strong, because it only fills the condition stacks of the player that casts the skill. It is not possible to stack conditions infinite. The impact on PvP/WvW needs to be checked, maybe here the old system is needed. But it shouldn’t be such a huge problem because the damage stays the same its only over time. Condition removes have to remove all sacks of one condition and not only from one player for instance. - remove berserker gear or give us an equivalent condition set:
Right now berserker gear gives most damage and because all three stats buff each other. To increase build variety we are missing a condition equivalent. I know conditions need time to stack and you need some more defense to survive longer. But there is no combination that influences condition damage like berserker increase direct damage. Something like condition damage (main), precision and condition duration would do the job if 2 would be implemented as well. Otherwise the stacks only fill faster. Yes we have rampager equipment but power does only increase our base damage but there is no synergy between the conditions.
In my opinion conditions have to do more damage than direct damage because they can be avoided the same way as direct damage (you don’t see it, because there is a delay, but it works) plus conditions removes. In addition the damage has to be build up until you get the maximum damage output. Yes you can reduce direct damage with toughness and that does not affect condition damage, but I that is a balance thing. - Downscaling:
Player that are downscaled do way to much damage, because their armor has three stats instead of only one below level 20 or two below 60. So to close this gap ignore some of these stats in certain levels. Until level 20 only the main attribute later two and with level 60 all stats.
Why do I think the current Systems is broken? because some of the lowlevel World bosses get killed within seconds, they are nothing special nor a challenge.
So what do you think about it, am I so wrong? Anything you’d like to add?
I think a Commander Ranking isn’t a good idea. Guys farming in WvW will be the best commanders, because they will take the most objects, … (worst commander wrote to me, that he only leads the zerg because of money/karma.)
For me a commander should be able to lead and organize more than the Zerg, that is following him. I think he should be able to be aware of what’s going on at the map. And send out small squads where they are needed. They will not give any credit to him. So he will not be as good as a gold farmer.
Additionally the guy spending more time is the better commander. Yes it is nice that he spends his time for the server (or himself farming), but time does not make a good leader (ok, he could learn something).
That are only some things why i think a Computer can’t decide who is a good commander and who isn’t.
Make it some kind of Guild upgrade would produce more commanders than we have online right now. don’t like that idea.
I don’t see why a good commander is scared of an election. If people know you and think you are a good leader, they will vote for you. probably to play the clown to get the title could be stupid, but it could get permanent when you get elected X times for example.
Yes small guild could have a disadvantage, but they can build alliances and so on. So it could get people play together and organize together. I am in a 10 people guild
For me an election is a far better way then buying it.
+1
But in addition, I think commanders should be elected for let’s say 7 days, so if someone sucks he loses the title. probably gets permanent, when you get elected several times.
I don’t see a problem with big guilds that can vote for their commander. They have the manpower so why not have a leader?
If you activate life transfer and leave death shroud, it heals you instead of giving you life force.
Can confirm that.
Only works, when DS went off itself while channeling. Start Life transfer with ~5% of life force.
Does not work when you cancel DS by yourself. (Press F1 ind DS again)
And a lot of people will finish Orr once or twice a day.
Don’t think they would go back to low lvl zones. Reward is bad for them.
Make it a permanent scythe for the staff, please. Better than that Horror ^^
To fix the problem with the commanders who only want there people to see you. The 100g title could be used to give the right to make a 15-20 man party. Where everyone sees each other. problem fixed
@Offski.4897: Everyone makes mistakes, Some keeps you can try to take over, If it fails who cares! Wouldn’t say that is a bad commander.
But. I saw so many people running around the map. Capturing towers and don’t defend anything. Best example: We got the keep in front of the enemys base. Fully upgraded it. Then they rushed in with 15-20 man. And our commander said, Yes we help, but we first take the tower that is in our way (they didn’t attack it at that point). In the keep we where 3 or 4 people. We tried our best, but they got a golem and it was lost very fast.
Other Day, Commander was fighting in Ethernal-BG. We owned a lot of the map, also in the small BG. Then an other server toke over a small BG only our last keep was left with the orb in it (Noone from my server was there to defend). I wrote in the eternal BG we need help, i wrote a PM to that commander, No reaction. My group tried it’s best. It was a 5 vs 50 I think you know how it ended.
Or enemy Zerg fights the big Grub. Wrote it in chat, that it would be the ideal time to kill them, but no, take that tower and the next camp … . And that was no minute they would have to walk there. But Let’s fight the door
It is like Crawfort said -> Blue Arrow = Here’s stupid (90% of the time)
Or am I totaly wrong here?
Full ack. Just because you farm 100g in PVE or dungeons you will not be a good leader.
The Achievements thing i see a bit critical, because every one will have them sooner or later.
The Commander has to be elected and not bought. Could be something like a 7 day “buff” but nothing permanent.
Guilds can still support their leader, bigger guilds have an advantage but that is okey i think.