we dont need more cleanses, the people are already confused by conditions…. they are fine as they are, people need to learn.
Lets fix this:
- conditions counter pvp
- direct damage counter pve
- tank counters wvw
Problem, officer?
build variety?
Secondly, direct damage is countered directly by toughness. Use that big, sexy human brain of yours and figure something out. Since conditions have no direct counter, they effect everyone equally. Therefore, high toughness targets don’t counter condi damage. So while Might-stacking is there to boost your damage against the toughness counter, why does it boost condi damage?
Ever thought about this: conditions are meant to counter tanks?
And that low toughness tagets (like zerkers) counter condition builds, because they wont get any extra damage because of their lack of defense?That’d be great if direct damage countered conditions. It’d be like rock/paper/scissors. Tank counters direct, condi counters tank, direct counters condi.
But it doesn’t work that way.
Conditions can counter every build.
Why can conditions counter every build? Is it the damage, some skills, CC thats effected by condi duration….?
In my oppinion, its the toughness you get as secondary stat with every condi set. I would change this to vitality and only allow thoughness on the C/V/T set.
The damage is fine, the mechanic is fine (only diamond skin needs to go/nerfed and the engi trait) and some skills needs small reworks, but thats it.
Secondly, direct damage is countered directly by toughness. Use that big, sexy human brain of yours and figure something out. Since conditions have no direct counter, they effect everyone equally. Therefore, high toughness targets don’t counter condi damage. So while Might-stacking is there to boost your damage against the toughness counter, why does it boost condi damage?
Ever thought about this: conditions are meant to counter tanks?
And that low toughness tagets (like zerkers) counter condition builds, because they wont get any extra damage because of their lack of defense?
you see, cleanse is to condition damage what dodge/block is to direct damage …
You know that you can dodge/block/blind/… condition damage as well? Ok you cant dodge the conditions still applied but all the new one from the blocked attack. So it is the same thing it would do against direct damage.
Conditions apply their damage over time and you can still cleanse them midways. Power builds deal more damage and you cant do anything after you got hit. Theoretically conditions are much more forgiving for the target then direct damage is and people still have more problems with conditions then direct damage.
Keeping in the theme with many peoples recent posts Ill again be saying something about conditions (yay conditions). I want to see how much damage they do BEFORE they kill me. I can see how many stacks of bleed i have but that doesn’t do me nuthin if I don’t know what their condition damage is. And when you have multiple conditions on you, from different people, you have no idea how fast your going to die, or how much damage its going to do. And seeing as these things only tick once every SECOND (which is a LONG time in some fights) you have no idea how fast your hp is going to go down before its to late, because an entire seconds tick can be a hard chunk of my hp. so the second that conditions applied I would like to know how bad its going to wreck me, by some kind of indicator on my HP circle.
If a direct damage build hits you until you are downed, the only thing you notice is that you are downed and then dead. Why should this be different against a condition build?
If a condition build has hit you that many times, that the conditions would kill you, against a direct damage you would be dead at that point. So you allready have an advantage over direct damage (the time the conditions need to finally kill you to react (heal, cleanse,….).
Best way to get balance on conti dmg is to let the conti dmg get reduced by toughness, and let conti dmg do more dmg cos of it, that way conti dmg will work the same way as direct dmg, exept conti will be damge over time and direct dmg will be burst., also that wil fix the build that conti gets over pure burst dmg, is thay get more toughness in thayr builds, balance all around ^^.
So, same dmg except dmg over time and survivor vs burst and less survivor, cos conti dealers need to survive to pull thayr combo off, while power build can just burst. And maybe remove conti clear or nerf them(even let it work that if u kill the conti dealer all of the conti he dealt are removed from u) and let protection and vulnerability effect conti as well
No, its the best way to make tanks overpowered.
Conditions are fine in general. There are some cheap builds out there, that we can discuss or some skills. Maybe the toughness on condi gear that makes them more tanki, but condition damage is not the problem.
Condition damage ignoring armor is needed to counter tank builds. If you let armor effect condi dmg, then everyone will cry that tanks are op and needs a nerf. In the end, everyone will run with zerker gear, because its the only viable (we actually do so in PvE, but thats another story).
Conditions counter tanks, you mentioned, that people whined about burst damage, then rolled tanks, and now condition builds are there to counter them, roll a burst build and burst those condi builds down.
Overall conditions are fine as they are, there are only some small adjustments needed. Like vita instead of toughness on condi equip and change 1 or 2 skills. But in total conditions are fine and have their place in this game.
[Part 2/2]
PvE
Beastmastery&Pets
- should be fixed with AoE damage reduction
- Companionship: Why PvE only? Please dont split traits/skills too much.
- IV: 30 health really? thats weaker than necromancers vampiric traits and they suck.
General:
- Group utility: Dont overdo it. With all those changes above (spirit changes, and more damage,…) should be the first step to go and if thats not enough, you can still add something, but dont make rangers godlike, especially if you rebalance it only after 3 month.
- Shouts: Those shouts are called spirits right now, with the aura change, they should be more viable then.
Marksmanship:
- III Will anyone notice this 1% or did you miss a zero here? 7-10% crit damage increase would be more realistic.
- IV merge it with the effect of beastmaster’s might
- VII spotter is fine, the 600 range on it is the problem, while using a bow.
- Hunter’s Tactics: isnt needed, and really 3%? hope you will nerf other classes too then.
- IX 1% isnt enough, because it only effects the pet, 5% if only the pet or 2% for ranger and pet.
- X makes no sense at all, short bow is a condition weapon, damage increase doesnt effect it, but range would be fine. btw, why the range nerf to 200?
- XII why? This is a big NERF! you gain 5 stacks out of opening strike and it can be reseted by killing enemies or stealth. And now an ICD? please dont.
Skirmishing
- I dont think so, its not CC traitline, its a damage traitline. For movement we have wilderness survival, CC should be put into the defensive traitlines with the traps and so on.
PVP
- As said above, Mainhand condition weapon would make it more viable than another low range power weapon.
- Pet should be fixed with the stat scaling.
My Final thoughts:
- With the pet scaling, the pets should apply their own conditions, right now, the conditions they apply use the condi dmg of their master. Making stat boosts for the pets useless, when it comes to conditions or boons. Power, vita and toughness seems to work.
- And please dont split the skills between gamemodes, there is a problem with stats 30% more offensive stats in WvW, defensive ones stays the same (+food). This should be addressed before splitting skills
- ever thought about introducing a rifle as ranged single target weapon? this could fix alot of problem with current Longbow design.
[Part1/2] sorry for this long post but it needs to be done.
Hey everyone,
I’ve tried to summarize most of the feedback we’ve been getting. Most of this are the big points that are being made and the high level with a few smaller suggestions and tweaks for inspiration.
Now, many of you might disagree with some of the feedback that others have been giving, but if you guys are going to take the time to write it, we’re going to take the time to read it.
These are some of the notes that I’ve been passing around to the balance team. Please know that this is not all of the feedback we’ve seen from you or from this thread.
….
Thats a huge list, that addresses the main issues, but I think some of the numbers are to big.
PvX:
General
- Spirit changes sounds good to me, but if you keep the spirit effects, you should look at sun spirit and change the on hit to on crit. Else this is perma burning with only 1 damage stat.
- Heals are fine more or less, the only heal that is really bad is heal as one, this should (as some said before) revive the downed pet.
Beastmastery & Pets:
- Stat scaling is a good point, the final numbers would be very interesting, also that beastmastery increase the scaling sounds good.
- AoE damage reduction is also good for WvW and dungeons
- Pet range is a thing that really scares me, 600 melee range is way too much, moa morph give the pet 230 (if tooltip is correct) and this helps the pets alot, so 300 range should be max.
- I’m not a friend of perma stow, but if the pet is stowed, the bonus should be less than the 30% damage increase of the pet, the ranger is still a pet class and should be the strongest build with pet.
- BM trait changes
- I think that signets should allways effect both, the ranger and his pet, but a grandmaster trait in BM should increase their effectiveness.
- Some condi removes are good on the ranger, he has really few. Most of them just push them on his pet, and to be honest, letting your pet die as BM isnt the right way to deal with conditions.
- Camaraderie sound great, for a Grandmaster trait.
- what I miss in here, are changes to masters bond (II). The stacks should only get lost if the pet dies or gets perma stowed. Because right now, you get punished for swapping your pet before it dies.
weapons:
- Longbow: I dont like the hard CC effect you are going here, an AoE soft CC weapon would fit better I think.
- Shortbow: I dont think burning is needed here, if torment, then cripple needs to go. Confusion only on s5 if interrupted, would be ok.
- Sword: S2 the jump doesnt need to be reversed, the strength of the sword was, that you cant get away from it in melee range, but kiting was its weakspot. With this change, the sword would become a melee weapon you cant get away from. Only S1 dodge problem should be fixed.
- Warhorn: S4 please dont. The ranger doesnt need to do everything, with one single weapon. I would love to see a blind effect or confusion added to the skill. This would make a lot more sense.
- Torch: S4 sounds legit. S5 is a combo field, that synergieses well with other weapons, it doesnt need a blind maybe a slightly bigger radius.
- Axe: I dont think, that the axe (mainhand) should be a power weapon, with bleed on S2 and chill on S3, it would be a great melee/shortrange condi weapon, which the ranger has no access to. Reduce damage of S1 and add a bleed would be the better solution.
Skirmishing:
- remove traps: thank you, finaly.
- Dont swap the stats, move them to wilderness survival, maybe spike trap on revive to nature magic.
GameMode
Overall, weapon suggestionProposal Overview
change Longbow to AoE-control ranged weapon
introduce rifle as ranged single-target weapon
change axe (mainhand) to melee (or <=600 range) condition weaponYour proposal would give the LB a niche he could fill but I don’t like direction you’re going. The warrior LB is also a AoE-control weapon. Yet I want to use the ranger LB to kill people, not to CC the to death. I don’t want a counterpart to the warrior LB.
Sustain damage, no burst damage. With the CC you keep your enemy at range to have the higher AA damage. And for the killing part it would then be the rifle, which isn’t that bad I think. And ofcourse fix the lack of AoE.
GameMode
Overall, weapon suggestion
Proposal Overview
change Longbow to AoE-control ranged weapon
introduce rifle as ranged single-target weapon
change axe (mainhand) to melee (or <=600 range) condition weapon
Goal of the Proposal
right now, ranger lacks AoE damage especially in WvW, with the longbow as “new” aoe-weapon this would be fixed.
Then he has no melee condition weapon. I think the axe could fit into this hole with a change auto-attack.
With the longbow change the ranger would lack an single-target ranged direct damage weapon, which a rifle could be used for.
Proposal Functionality
longbow:
- #1: stays as it is, probably some number tweaking
- #2: change to cone attack which shoots 5 arrows that cripples enemies (900range) same as shortbow #2 but with cripple.
- #3: AoE vulnearablity, works the same as barrage.
- #4-5 stays the same.
These changes would synergise with the range penalty of LB#1 and allow the ranger to play a control/support build.
rifle:
- #1: slow attackspeed, high damage singletarget attack with 1200 range, nothing special
- #2: Marks your target for 3seconds and your pet will deal 30% more damage to this target 10seconds CD.
- #3: Shoots your target into his knee, apply cripple for 4seconds with a 12-15seconds CD
- #4: Hunter’s shot, moved from LB, but it shoots bullets instead of arrows.
- #5: A snipe, that can be charged 1-3 seconds and deals more damage, the longer it is charged, but the enemy will be marked with a crosshair above his head, something like caitlyns ulti in League of Legends. With minimum 30seconds CD.
- traits: there has to be some trait work done, add rifle to eagle eye and quickdraw. or add new traits for rifle, I think we all agree, that the whole trait system of the ranger needs some love.
I think this could be a cool weapon, this is only a suggestion, but it should be a single target weapon, with low CC and pet synergy.
axe-mainhand:
- #1: as said above reduce range to 450-600. Reduce the direct damage of the weapon and add a bleeding effect, 3seconds to the first target, 2s to the second and 1s to the last.
- traits: Honed axes should be changed from crit damage to crit chance.
Associated Risks
I dont see any, only the usual number tweaking with new skills.
Physical damage is mitigated by
Armor –
Protection –
Weakness –
Blind-
Invul-
Block-
Evade
etcThere you go. I listed some example to further explain my comment of “direct damage is mitigated by a lot of things.”
Condition damage is mitigated by
- condi duration
- immunities
- condi cleanse
- Blind
- Invul
- Block
- Evade
etc
in WvW roaming, because people run their standard Zerk tank build, which gets eaten by condition builds.
In zerg fights, there is too much condi cleanse, to deal damage as a condi build. And direct damage burst is more powerfull, because you kill the enemies faster.
There are several traits that increase damage by 10% that dont effect condition damage
I dont care about metas at all. If we have a lot of tanks, there will be a lot of condition builds and if we have a lot of condition builds, direct damage builds will get more popular. There will always be some sort of meta, so who care….
Rabid and Settler rules now
this was in less that 10s
I smell BS, 32 hits of torment in under 10s, really?
Torment ticks twice per second if the target is moving, and it’s a stackable condition, so it’s very possible.
With those double ticks it still last 16sec. 1 hit = 1s (for torment probably 0.5s) otherwise you would have gotten 44 stacks of torment within 10s, what is impossible.
The fight took atleast 44seconds until the point he got finished. He didnt post the build he used and maybe he stood there afk, who knows. The nekro has full life, so he did something wrong In guess.
But in the end, its not his first post of this kind and he didnt wrote his build, so it shows nothing and he is just trolling.
There are always those misinformations in this forum, like:
- conditions cant be dodged (they can)
- only 1 stats (they need 3.5)
- only auto-attacking
I think we should differenciate a few points. Peoply are allways claiming that conditions are OP, but only a few say what excactly seems OP to them, the application, the damage, specific skills,….
Basically condition damage is the damage type, that is strong against high toughness targets (lets say ~2600+ armor). Around this point, condition builds should deal comparable damage to direct damage builds. This leads to the question, do they deal the same damage, or how much armor is needed?
The next point is, the “ease of application”. Here I see several issues in skill design. We have no good ranged direct damage weapons and on the other hand, no good melee condition weapons. The only alternative you have is a melee direct dmg build, that gets kited by a ranged condi build. This makes condition builds appear OP, but again, condition damage as it is, isnt.
Then people claim about telegraphs, well actually condition damage doesnt kill you instant, its sustain damage. There are a few skills, that (should) have telegraphs, for example epidemic (which is telegraphed), because they are strong and deals huge damage. But there are only a few condition skills, that aplly conditions that deal 8k+ damage at once, like direct damage skills. And you should not forget, you can still cleanse conditions.
So please, if you want to discuss condition damage, take the time, make some examples, test it and show your results.
What type of structure would you find interesting for leagues and ladders?
GvG with 5v5, 10v10, 20v20, 30v30 and 50v50.
How long should a season last?
one season per month and at the end of the year (or half year) a turnament with the best Guilds of the previous seasons.
What would motivate you to play in one?
Special skins, Titles (10v10 Champion of the month), the fun, the challenge, guildbuffs for PvE/WvW…. As long as the matchmaking works, the guilds have the possibility to design their own castles and the balance between both sides is given, it should be very interesting for everyone.
What types of rewards would you like to see?
Like I said above, special skins and titles and guildbuffs for PvE/WvW.
How would a player earn these rewards?
Its a ladder, so not just only by playing or by winning a certain amount of games, bad players with a lot of time, that manage to win some games should not get those prestige skins and title. Only the players of the top 10-50 Guilds should get tickets to obtain their skins and only the winner of each bracket, the title.
The points for the ladder are difficult to decide who gets point and who doesnt. It should be possible to lose points if you lose a game against a lower ranked guild and you get more points by beating higher ranked guilds. At some level/point differents between the guilds battle each other, there should be no points given/lost, to prevent “cheating”.
GameMode
Overall, its the core mechanic of the class
Proposal Overview
Ranger Pets (stats scale with ranger, range increase and survivability)
Goal of the Proposal
Pets have problems in every gamemode:
- WvW (roaming): Pets cant hit moving targets
- PvP: They are overpowered in condition builds, because cats for example give condition builds high direct damage burst, while diret damage builds dont get stronger with different pets.
- PvE (dungeons): They die because they cant dodge those telegraphed skills
- WvW(zerg): They die in AOE
Proposal Functionality
- increase melee Pets range to 250 (when they get moa morphed they hit more relyable)
- let pets scale with rangers stats, with different base stats and scaling.
Cats: major stats(power, precision), minor (thoughness, vitality) and dont scale (healing, condi)
bears: major (vitality, power), minor (thoughness, healing), dont scale (condi, precision)
spiders: major (condi, vita), minor (precision, thoughness), dont scale (power, healing) - because automated dodging of the pet would be to much work (I guess), lower the damage pets get from AoE and cleave attacks by 75%, that hit multiple foes.
Associated Risks
The pets could get unkillable and the damage output of the ranger+pet could get to high/low and needs to get readjusted.
(edited by whyme.3281)
and again,…. which class which build have you played?
Lifeblast isnt OP, it requires lifeforce, which you can easily burst down.
It is the #1 skill with the slowest attack speed in game. even warriors rifle is faster and Im pretty sure, that the rifle hast same or higher DPS. Or ranger shortbow (as power build) can deal around 1.5k crits in half that time. So where is the problem with lifeblast?
Btw, what class and build have you played?
1200 range is too far.
what about: get 2 second of HS regeneration when you hit an enemy (does not stack). So you are forced to fight or use the active and run away like a little girl
CC on Autoattacks is OP, Hard-CC is kittening OP!
Yes, what ever … every thing is better than that current mix of different abilities where half doesn’t fit to your current build.
next will be nerfing dhuumfire (again), nerfing terror (again), …
But what should be looked at is:
- healing while in DS
- buff life leach
- rework Blood magic (to allow dagger/well, dagger/vamp, vamp/well builds, because those would need 60-70 points in this trait line)
- reanimator and protection of the hord has to go, because it is to build related
And what I would like to see:
- introduce new Deathshroud specially for condition and tank builds
And general problems:
- Defiant and unshakable destroy all control-abilities in PvE
- diamond skin nerf (immunity is OP, especially with all his heal)
PS: where is that from?
Can we please fix/address the class mechanic before suggesting OP skill changes? Looking at longbow 1 & 4 , shortbow 3 & 5 (sound interesting but OP), GS 1 & 2 & 4 Dagger 4 & 5, sword 1, Axe 5, Warhorn 5 (would be a cool ulti without treshhold), spear 1
I think I have missed some skills….
done or applied in 3 seconds? 8 times burning damage means at least 8 seconds fight.
What was your build, what was the enemies builds? PvP or WvW….. just posting some pictures doesnt proof anything.
when will the CDIs approximately start? Its late here in europe and I ask myself if I should wait….
Tomorrow.
Chris
thx, gn8 then
when will the CDIs approximately start? Its late here in europe and I ask myself if I should wait….
Consider a rock paper scissors set-up.
Excluding the entire skill factor (which honestly is more significant but these are MMO forums after all), we have conditions > DD burst > tanks.
I think its the other way around, conditions are strong against tanks, because they ignore armor, and because of their low defense, they should have problems with burst damage.
The problem that I see with condition builds are the available stats. While they need defnesive stats to envolve their damage, they get thoughness, which also negates their weakspot. Thoughness should not be the defensive stat on condition stats, except CVT, for the rest it should be vitality. This would make condition builds more vulnerable to burst damage, but still increase their survivability to tanks (which they counter).
They dont need only one stat. There are some broken builds, like spirit bunker ranger, that dont need crits to apply their conditions and dont even need duration, because they reapply them very fast.
Excluding those broken builds, you will need atleast 3 stats, you can count some defense too if you take into account, that condition damage needs time to hit.
Compared to a powerbuild, condition damage works like power, it increases the base damage.
Precision increases this damage a bit more due to sigil/trait procs.
Condition duration works like crit damage, it multiplies the other stats.
The problem I see is the stat combination, if we think about rock-paper-sissors (direct damage < tank < condition damage). Condition builds should have their weakness to bursty direct damage, but the stat combination you get is condition damage/thoughness, which make no sense. It should be vitality. Also rune of the undead should scale with vitality. The buff food crystals should also scale with vitality as main stat, not thoughness.
Condition damage needs a redesign.
This is what happens when you add a condition but don’t balance it per a class, you just say all classes does X amount of damage. Conditions should be balanced around each specific class.
necromancer for example, it would deal LESS damage but its threat would come from the number of conditions. So while its burst damage would be reduced it would still be a threat simply because of the number of conditions that it can burst out.
Then take classes like Ele and Guardian, they are a HUGE lack of conditions compared to the other classes, so maybe they could deal more damage on things like Burning but as they have less access to conditions while the damage would be higher, it would be removed easier.
Engineers and Thieves, well personally i think they need a reduction in conditions that the class has access to, if they want other conditions then they should have to do what say an Ele would have to do, gear for it with runes, sigils and such. Confusion should be removed from them, poison toned down a bit damage wise.
This is the sort of thing that should happen. The problem with Anet is, they know 2 things: Overpowered and Underpowered. This sort of change would help making balance changes to conditions of classes MUCH easier.
Splitting the damage value of each condition between classes isnt the best solution. But it can be done with the duration of the conditions and the access each class has to them.
Guardians are fine, except of a condition build, which they dont have and their spirit weapons need some changes, that can be adressed with other pet classes, too.
Warriors on the other hand are in a god-mode right now, they can do everything with very little investments, but the core of the class is in a good condition. Some number tweakings here and there, less condi removes, trait swaps, some more risk into the adrenaline system and thats it (more or less).
some sort of soft cap could work. A skill could deal a maximum of 10 times is base damage in total and this damage is spread over all players it hits. But then the question would be, how to handle conditions, boons and heals.
Its a very risky point, that can mess up everything. I have heard, that TESO has such a problem, melee is nearly impossible, because you die within seconds in the aoe damage.
sounds like a rangementelist to me.
pets:
- give melee pets 250 range, faster projectiles to ranged pets
- some sort of block evade every few seconds to help in dungeons
- AoE damage reduction
- scaling with ranger stats
weapons:
- Longbow should be an longrange AOE weapon
- shortbow no flanking requirement on #1
- A rifle should then become the range single target alternative (sniper), when new weapons were included
- Axe: shorter range (600) and more soft cc (?)
- sword #1 should allow dodging more propperly
- small overall damage buff especially ranged weapons
traits:
- are a huge mess, merging, reorganizing and changing is needed.
Can you please tell us in the beginning of the class CDI, what each class should look like, whats their strength and weakness.
Shouldn’t we discuss some of the core elements of PVE (boss behavior, defiant, condition stacks,…) before talking about rewards and evolution of fractals/dungeon. I know it could be addressed in there too, but it would be a bit off-topic in my opinion.
Elementalists and thiefs are fine with their low health.
thief has stealth and high burst potential.
Ele was nerfed, but can be fixed. Passive procs on atunement swap (condi remove on water, protection on earth, swiftness on air and blind on fire) without investing in traits could help to improve their active defense. Diamond skin needs to go or no 100% immunity (maybe 50% lower duration while above 90% health). And then they need slightly higher damage. To compensate their low health.
They should also lose adrenaline when they miss attacks (without cleansing ire proc). To prevent them from stupidly spamming skills and burst skills should deal burst damage or high have a high impact on the fight (bow, GS,…)
Warriors dont need more condition removes, they need less. Healing signed could stay at 400HP/s aslong the warrior hit an enemy in the last 2 seconds otherwise no heal. So he has to fight for it and cant just run away and get healed.
The question was, which class needs the most help. And to be true, warriors dont need help, and if we vote for them, they will get buffed even more in the end
sorrow, please read all three posts at the beginning. A lot of the things you address here are posted up there. And all together will make sense for some reason.
Both skills you mentioned will still have the same problem with food and increased stats. but if you would read post 3, the issue both skills have are addressed…..
Here is an example why the stats should be on the same level:
using the two builds in Post 1, with full might and sigil stacks.
Blood is power in PvP deals up to 15.600 damage while in WvW/PvE it can deal up to 23.500 damage. Thats 50% more damage for the same skill only in different game modes. And that counts for every other skill in this game too. And now tell me, which of these skills is balanced in PvP, WvW and PvE and why? Or should we split every skill (how many do we have? 500?) in the game, to balance them all?
Now you could say, in WvW/PvE defensive stats are higher too, but thats not the case, vitality and toughness stays the same everywhere (+-5%). And now tell me how can this game ever be balanced without readjusting stats or splitting every skill?
Edit: This calculation is not against condition damage, could do the same with power builds, conditions are just easier to calculate, because of the fixed damage. With power this could be even worse, because 3 stats that effect each other.
(edited by whyme.3281)
This mess you are talking about is the same mess, we have right now in PvE/WvW. Have you even read my first paragraph? I never said, that balance would be fine, if food and stats would be introduced in PvP…. I said, it would allow balancing of the game as one.
Food in PvP? Please no. It should be forbidden on WvW too imho. Those things are made for PvE.
Stat combinations of PvE/WvW ported over PvP? God, NO.Unless they don’t completely rework stat combos, which will cause an insane uproar from the PvE/WvW community, there is no way to port stat combos of PvE in PvP without completely messing the already pretty bad balance of the game.
Why? Food and stats in PvP would a) add more depth and b) make it possible to balance all 3 gamemodes at once, without splitting of skills (which in the end requires more manpower than introducing food and stats)
Right now, the main focus of balancing is sPvP. The rest of the game is getting unbalanced due to the stat imbalance (food, ascended). Yes, it would maybe mess up sPvP balance at the beginning (as imbalanced as WvW is right now), but in the end balancing would be made easier.
I dont understand, why you think Food is only for PvE? because its even more imbalanced than WvW? (slow attacking, not moving enemies)
@Herio: Good point, I have to look at boons. But damaging conditions work the same as direct damage, the only difference is the damage dealt is not direct, it needs time to deal his full damage. If 5 people with conditions or direct damage focus one, this one will die. Some skills like epedemic needs to be looked at (how many conditions can be spread) or some conditions like burning. But if you have 20 or 30 or even 100 bleeds on you, you will die anyways.
(edited by whyme.3281)
you cant buff skills over and over again, and hope that they will be balanced anytime in the future.
A game isnt balanced around the strongest class, its balanced around a point, where you can say, damage/defense is ok. If some skill is over this point, it needs to be shaved, if its below, it needs to get buffed a bit (without making it too strong).
- Added guardians spirit weapons
- changed title
I wonder right now, why the mesmer is the only “pet-class” which has scaling pets.
As a reminder, I’ll tell you my point again, because maybe you understand me wrong. I’m not saying that this encounter is too easy, but that bringing spider to the corner makes it too easy. If everyone stay on the spider queen, she’s not using her poison AOE attack and without that attack you can really tank and spank it. My point is that advantages of stack-in-the-corner tactics should be removed to force players to active play.
+1
1. ranger
2. necro
3. engineer