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yojoeo.8019

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Everything posted by yojoeo.8019

  1. In the meanwhile, you can find a video guide to it here: https://youtu.be/92oSxinDh1k
  2. Hi community! I know a lot of players who either played Factions ages ago, or just started with Guild Wars 2. End of Dragons will have a lot of references to Factions, and I wanted to make sure everybody has the opportunity to really appreciate all of the references that ArenaNet has so lovingly baked into the world they've built. Here's a little 3 minute video where I run through the most important characters and places from the original Guild Wars. https://youtu.be/7sf9hTcO_kA Can't wait to see you all in Cantha! Unskippable Cutscene
  3. Hey y'all, First post here. I've been playing Guild Wars since I beta tested the first game back in 2005. I absolutely love the original as well as Guild Wars 2, but I wanted to call out something that I think can be improved: CONDITIONS! I made a short video outlining the issues and solutions, but I'll recap below: https://youtu.be/BR5SBmE34II It seems like every other balance patch has a rework to conditions, and I believe this is a symptom of the underlying design issues. Here's a quick rundown of the issues that come to mind for me: Stacks mean absolutely nothing. A stack of bleed (at ~1.8k condi damage) does the same damage as a stack of burning (at 0 condi damage). Just by looking at the stacks on you, or an enemy, you have no idea how much damage is going to be dealt over the course of the condition application. After a condition is applied, the damage over time recalculates each tick based on the condition damage stat. For example, if you apply a stack of burning, and then switch to a weapon set with higher condition damage, your ticks will instantly deal more damage. This makes it even harder to understand how much damage you're going to deal, or take, over the course of the condition application. While the base damage and power coefficient are assigned on a per-skill basis by ArenaNet for direct damage attacks, conditions are locked into integer multipliers due to the stack system. The only way to fractionally balance a skill is by modifying condition duration, which can have implications outside of the damage they deal directly. Pretty sticky situation. Taunt and Fear are hard crowd control effects, just like knockdown, launch, stun, etc., but they're in the condition category. As such, they can be removed with condition cleanse, as well as stun breakers, which doesn't really make sense. Here are my proposed solutions: Make the stack number that appears in the debuff UI actually reflect the underlying condition damage yet to be delivered. For example, 5 stacks of burning would indicate 5000 - 5999 burning damage that will be dealt over the remaining time of the condition application. You still wouldn't know the exact damage per tick, but you could at least plan around whether or not it's worth cleansing or using your heal. Simply stop recalculating condition damage after the condition has been applied. Unify the way strike and condition damage are assigned per skill. This would actually benefit the skill balancing team because they'd no longer need to modify duration by fractions of a second, or worry about 1x/2x/3x multipliers due to integer stacks. Each condition type (bleeding, burning, etc.) can keep it's condition damage scaling coefficient, so they'd only be modifying the base damage per skill. Taunt and Fear should be removed from the condition category, and fear should revert to dealing no damage. This will also improve balance because Fear and Taunt will no longer be governed by Condition Duration. It took ArenaNet 9 years to finally come out with Resolution, which is the condition counterpart to Protection. Earlier this year they completely inverted the definition of Torment. They keep running into technical issues with the number of condition stacks enemies can have. I'm sure there are more changes on the horizon, but I think moving closer to unifying the mechanics behind strike damage and condition damage is a great place to start. Sincerely, Unskippable Cutscene
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