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One chance to perform a drastic measure in the name of game balance : WWYD?


Yasai.3549

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@"borgs.6103" said:Add a third stat need for condition damage to be potent, just like Power damage needing Power, Precision and Ferocity. Rename the Condition Damage Stat to Rancor and Condition Damage is now equal to (Power + Rancor)/2. Glassy stats won't be affected, but the tankier stats would have have their efficacy reduced.

That isn't exactly correct* - a more accurate proposal would be:

Conditions now can critically hit - but there are two stats that affect this. A condition equivalent to Precision and Ferocity.

Heal power should also receive the same treatment, too.

(Or keep it simple, and make Conditions and Heals effected by Precision and Ferocity).

If you are trying to "solve" what I think you are trying to "solve" - that'd be the way to do it. Not to say it is a problem that needs solving, just leveling with what I believe your opinion to be - which is to say, condition gear in sPvP being reliant on one stat (since expertise is largely pointless due to the availability of cleanse) as opposed to 3.Even though many power builds aren't even really reliant on all 3 - with the right build/traits, you can get by without much Precision thanks to Fury/Traits as an example.

*Also with your iteration, it would require nerfs across the board for power builds - as power in the current build is very much able to keep up with condi/exceed it in some cases.As well as wider available for block, which is the equivalent for condi cleanse - which is pretty liberally available (hence why expertise isn't a useful stat in sPvP).

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@Aplethoraof.2643 said:

@"borgs.6103" said:Add a third stat need for condition damage to be potent, just like Power damage needing Power, Precision and Ferocity. Rename the Condition Damage Stat to
Rancor
and Condition Damage is now equal to (Power + Rancor)/2. Glassy stats won't be affected, but the tankier stats would have have their efficacy reduced.

That isn't exactly correct* - a more accurate proposal would be:

Conditions now can critically hit - but there are two stats that affect this. A condition equivalent to Precision and Ferocity.

Heal power should also receive the same treatment, too.

(Or keep it simple, and make Conditions and Heals effected by Precision and Ferocity).

If you are trying to "solve" what I think you are trying to "solve" - that'd be the way to do it. Not to say it is a problem that needs solving, just leveling with what I believe your opinion to be - which is to say, condition gear in sPvP being reliant on one stat (since expertise is largely pointless due to the availability of cleanse) as opposed to 3.Even though many power builds aren't even really reliant on all 3 - with the right build/traits, you can get by without much Precision thanks to Fury/Traits as an example.

*Also with your iteration, it would require nerfs across the board for power builds - as power in the current build is very much able to keep up with condi/exceed it in some cases.As well as wider available for block, which is the equivalent for condi cleanse - which is pretty liberally available (hence why expertise isn't a useful stat in sPvP).

For this to happen, coefficients for Condi scaling need to be toned down significantly, both per stack as well as a rebalancing of how many stacks each Condi skill will apply.

We can no longer have things like Mesmer Pistol 4 applying 13 bleeds almost instantly and deleting someone with "crits"

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Guys cmon, I mean seriously cmon. Been a yr or so and they still haven't reworked the few placeholder traits that they basically deleted by adding the 3p0 sec cd's on, u seriously think their gonna rework any game mechanics or classes in any significant ways over the next few yrs? Let's be real here, all the rework this/rework that are a total waste of a post. Games reached a stage where the bare minimum support is given to it, with the expac supposedly being worked on I doubt the players will see any significant changes until its released in 2023.

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  • 2 weeks later...

Rework Elementalist

Mechanic:Split attunements in two elements, and can be chosen out of combat only.Fire (Condi and Power Damage) /Smoke (Self Support and Utility)Water (Group Support) /Ice (Power Damage and CC)Air (CC and Mobility) /Lightning (Power Damage)Earth (Defense and Utility) /Sand (Higher Condition Damage)Each Attunement has damage and support abilities, you can swap between two elements, like Revenant.

Weapon:Add new skills for each weapon, double the number of Core weapon skills.OrAdd differents effects for each skills, based on the actual element.Move all Aura skills to Staff, Aura skills are based on the attunement. Like:Earth and Sand has the same aura in Staff 3.Water and Ice has the same aura in Staff 3.

Utilities:Rework Conjure Weapon, works like Kits and do more damage with normal Conjures, making it viable to use during a long time.Rework Summon Glyph, Elite Glyph works like Necro Golem and looks different from Lesser Elemental.

TempestThe same mechanic, just add 4 new Overloads.Smoke, Ice, Air and Sand.Lightning Overload is the actual Air Overload

WeaverReturns with the current mechanics, can swap between the 4 elements.No changes.

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