Increasing TTK would be a healthy change. - Page 2 — Guild Wars 2 Forums

Increasing TTK would be a healthy change.

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Comments

  • Turk.5460Turk.5460 Member ✭✭✭✭

    @Victory.2879 said:
    A really easy change would be to reduce the maximum damage any one skill can cause to 25% of the target's HP pool. It's not fun being hit for 10-14k on a staff tempest with 3k armor (2k toughness) when your total health is 17k or so. Then rework skills and buffs and debuffs and condi spam around this new maximum.

    Now that almost every hit received is crit damage, fix the multipliers.

    The current state of the game isn't much fun unless you like facerolling across your keyboard as a condi shade spam necro or a CoR or a vaulter.

    That isn't an easy change at all. In fact that would be quite the opposite - among the most complex of changes, not something ANET can devote a great deal of resources to...

    Fort Aspenwood
    Jekkies

  • Victory.2879Victory.2879 Member ✭✭✭

    @Turk.5460 said:

    @Victory.2879 said:
    A really easy change would be to reduce the maximum damage any one skill can cause to 25% of the target's HP pool. It's not fun being hit for 10-14k on a staff tempest with 3k armor (2k toughness) when your total health is 17k or so. Then rework skills and buffs and debuffs and condi spam around this new maximum.

    Now that almost every hit received is crit damage, fix the multipliers.

    The current state of the game isn't much fun unless you like facerolling across your keyboard as a condi shade spam necro or a CoR or a vaulter.

    That isn't an easy change at all. In fact that would be quite the opposite - among the most complex of changes, not something ANET can devote a great deal of resources to...

    Seeing as they currently devote almost zero resources to it, any change can be out in the 'not likely to happen at all' pile.

    Not sure why it would be so hard though- a hard cap is a lot easier to program than almost any other form of damage calculation.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Victory.2879 said:

    @Turk.5460 said:

    @Victory.2879 said:
    A really easy change would be to reduce the maximum damage any one skill can cause to 25% of the target's HP pool. It's not fun being hit for 10-14k on a staff tempest with 3k armor (2k toughness) when your total health is 17k or so. Then rework skills and buffs and debuffs and condi spam around this new maximum.

    Now that almost every hit received is crit damage, fix the multipliers.

    The current state of the game isn't much fun unless you like facerolling across your keyboard as a condi shade spam necro or a CoR or a vaulter.

    That isn't an easy change at all. In fact that would be quite the opposite - among the most complex of changes, not something ANET can devote a great deal of resources to...

    Seeing as they currently devote almost zero resources to it, any change can be out in the 'not likely to happen at all' pile.

    Not sure why it would be so hard though- a hard cap is a lot easier to program than almost any other form of damage calculation.

    the cap is easy to put in. the balance changes that need to happen after that however..

    read this, become a better player now.

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    A straight damage-to-health cap?
    Really?

    I suppose it would be an indirect nerf to tankier builds, but why are we suggesting band aid solutions instead of looking to adjust individual skills, utility of trait combinations that overperform? The only thing I feel should have a "damage cap" are the traits, sigils, runes, utilities and such that grant a direct bonus to damage (not actually improving power or condition damage). That's where a lot of these insane numbers are coming from.

    ~ Kovu

    Fort Aspenwood,
    Ranger, Necromancer.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited January 8, 2019

    @Irenio CalmonHuang.2048 @Ben Phongluangtham.1065

    Everyday we have new threads popping up with concerns about "power creep", nerf X, 1 shot complaints...

    https://en-forum.guildwars2.com/discussion/65002/balance-a-note-to-the-devs

    10k, 15k, 20k... damage bursts won't seem so bad when you are not killed in 1 or 2 hits anymore, and have a better chance to fight back.

    "It's that sorta mentality that prevents progress from actually being made and the game from being fun for everyone and not the minority." -TexZero

    https://en-forum.guildwars2.com/discussion/9804/idea-wvw-only-movement-skills

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭

    @mov.1246 said:
    Health, vitaly and toughness is the same like at gw2 launch.
    Power and condi creep increased with the two expansions, but health remained to be the same as before.
    They put in more blocks, invulns, evades, boons, and more and more defensive machanics to professions to compensate damage creep. But health still remains the same.
    Do u see the problem?

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