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Gandarel.5091

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Everything posted by Gandarel.5091

  1. For sPvP, have you consider a change in the stat budget through amulets? I know this puts WvW aside (or at least it would requires more work) but capping the main offensive stats to lower numbers while having the defensive ones remains the same would necessarily tone down the global power level but keep the power ranking of individual skills. A skill designed as powerful would remain powerful but would give more reaction time to the defender who could survive a bit longer. I thought it was the original idea of having separate modes : balancing the game mode by adjusting the stats and keeping a global balance for skills. Amulet stats are absolutely something we are looking at. If we're at amulets, would you consider adding some of the removed ones back? Settler's Amulet for example was removed at the sime times as Celestial in an effort to kill off the bunker meta (eventhough this amulet never really made it into high tier play). Condition builds were initially meant to outlast opponents but many of the things that'd enable this playstyle (such as Settler) have been removed from PvP, which is one of the reasons why there are hardly any viable condition damage based sidenoders right now. Adding them back could help build diversity. Outlasting everything simply because you play a certain way...it's really not a valid design choice in any gameNobody said that they should just equip an amulet and never die. Conditions however are damage over time effects, anything built around them is supposed to.. you know, do damage over a longer period of time. How do you do that without proper sustain? Most viable condition damage builds at the moment have better burst than most power based ones (like S/D daredevil, fire weaver). That was never supposed to happen. Yet if Anet toned down the condi bursts almost every single condition build would become useless because they just don't have the sustain to actually win a battle of attrition.
  2. For sPvP, have you consider a change in the stat budget through amulets? I know this puts WvW aside (or at least it would requires more work) but capping the main offensive stats to lower numbers while having the defensive ones remains the same would necessarily tone down the global power level but keep the power ranking of individual skills. A skill designed as powerful would remain powerful but would give more reaction time to the defender who could survive a bit longer. I thought it was the original idea of having separate modes : balancing the game mode by adjusting the stats and keeping a global balance for skills. Amulet stats are absolutely something we are looking at.If we're at amulets, would you consider adding some of the removed ones back? Settler's Amulet for example was removed at the sime times as Celestial in an effort to kill off the bunker meta (eventhough this amulet never really made it into high tier play). Condition builds were initially meant to outlast opponents but many of the things that'd enable this playstyle (such as Settler) have been removed from PvP, which is one of the reasons why there are hardly any viable condition damage based sidenoders right now. Adding them back could help build diversity.
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