Extend functions applied conditionally against disabled foes to structures as well, yes or no? — Guild Wars 2 Forums

Extend functions applied conditionally against disabled foes to structures as well, yes or no?

Virtuality.8351Virtuality.8351 Member ✭✭✭
edited January 27, 2020 in Guild Wars 2 Discussion

...since structures are technically passive pinatas anyway :P

A few examples of the functions mentioned in the title:

  • Unsuspecting Foe (Warrior) - Increased critical-hit chance against disabled foes.
  • Merciless Hammer (Warrior) - Hammer skills gain reduced recharge and deal increased damage when striking a disabled foe.
  • Stormsoul (Elementalist) - Deal increased damage to disabled foes.
  • Predator's Onslaught (Ranger) - You and your pet deal increased damage to disabled or movement-impaired foes.

The change may lead to:

  • PvE: Players become even better against massive world bosses, such as Tequatl, Claw of Jormag and the Shatterer, whose hitboxes are technically structures.
  • WvW: Rangers and Elementalists become even better at tearing down defensive siege weapons on the wall. Warriors become more efficient at raiding against siege weapons in the field.

Thoughts?

Extend functions applied conditionally against disabled foes to structures as well, yes or no? 12 votes

Yes! Make that happen!
33%
maddoctor.2738Voltekka.2375SexyMofo.8923Aru.4156 4 votes
Nah, what's the point?
50%
Super Hayes.6890FrizzFreston.5290ArthurDent.9538Funky.4861kiri.1467WIR BRAUCHEN ONE EIGHTY.4257 6 votes
Others...
16%
Dante.1763Ben K.6238 2 votes

Comments

  • Funky.4861Funky.4861 Member ✭✭✭
    Nah, what's the point?

    In wvw, this would make siege largely redundant and in pve they would need to increase the toughness/armour/hp of the bosses to compensate. The whole point of 'structures' is that they take longer to kill and present a barrier to progression/loot.

  • Ben K.6238Ben K.6238 Member ✭✭✭✭
    Others...

    Why?

    It's best to make a change like this on the basis of a gameplay need, not because of wording.

  • Voltekka.2375Voltekka.2375 Member ✭✭✭✭
    Yes! Make that happen!

    Absolutely YES! In fact, make warr rampage something like an anime thing where the warr goes THROUGH a wall or gate, dealing massive damage to anything behind it.
    Seriously, why. WHY

  • Dante.1763Dante.1763 Member ✭✭✭✭
    Others...

    Why?

    They arent disabled, so why should the trait trigger. Its a building. you cant disable that.

    Amana Silentchild; My Main
    Ember Wandertooth; The Kingslayer, Kianda Redpaw; The Blazing Light
    Why GW is Called Guildwars

  • FrizzFreston.5290FrizzFreston.5290 Member ✭✭✭✭
    Nah, what's the point?

    Not like that, although I wouldn't mind a conditional effect against structures, IF structures were well defined, which they aren't. Maybe in WvW only?

    I don't understand why you say "structures are passive pinatas anyway" and then also mention worldbosses.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭
    edited January 28, 2020
    Yes! Make that happen!

    @Dante.1763 said:
    They arent disabled, so why should the trait trigger. Its a building. you cant disable that.

    Given how structures can bleed to death or get confused I don't think the "it's a building" argument holds very well. Since Arenanet made structures vulnerable to conditions, so condition builds aren't punished when fighting against structures, changing the traits that work on disabled foes would "fix" that imbalance too

    Edit: do note that Predator's Onslaught works on structures because they can be immobilized and chilled. Now why would anyone immobilize a static structure, or why it works is anyone's guess.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited January 28, 2020

    @Funky.4861 said:
    In wvw, this would make siege largely redundant and in pve they would need to increase the toughness/armour/hp of the bosses to compensate. The whole point of 'structures' is that they take longer to kill and present a barrier to progression/loot.

    Actualy, the whole point of "structure enemies" in pve was that they originally had no other option of coding bigger/multihitbox bosses. It was never about "being a barrier to progression/loot". It was about simply being able to make them. All the other differences were only a sideeffect of structures not being originally designed for that - which is something they actively tried to fix over the years, eventually allowing conditions etc to work on them.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.