ZloyMakak.1429 Posted November 6, 2022 Share Posted November 6, 2022 Hello. I've been playing on and off from release (9,5 years). And one thing still buggers me. Why buff radius is so small? Like in raids when you split from squad while doing mechanics you are out of buffs for quite a while. This ultimately leads to stacking in one spot for almost all fights in pve, visual clutter and so on. My idea is to at least double (if not triple) of buff radius (alacrity, quickness and others) so ppl can spread a little. I'm not talking about wvwvw and pvp by the way coz this change will give unpredictable relusts in those modes (may be good but mostly bad). I'm writing it because I really don't like stacking in one place gameplay and want to move freely around bosses while not worrying about am I still in buff radius or not. So what's your opinion? It would be great to here pros and cons from you. 14 1 2 1 Link to comment Share on other sites More sharing options...
ZloyMakak.1429 Posted November 6, 2022 Author Share Posted November 6, 2022 By the way I forgot to mention that this change can allow us to create range support and dps roles. Seeing rifle deadeye kneeing in front of bosses is just painfull XD. 5 1 1 Link to comment Share on other sites More sharing options...
costepj.5120 Posted November 6, 2022 Share Posted November 6, 2022 30 minutes ago, ZloyMakak.1429 said: Seeing rifle deadeye kneeing in front of bosses is just painfull XD. Are you sure that wasn't just a typo during Mad King Says? 3 Link to comment Share on other sites More sharing options...
Nogothanc.5014 Posted November 6, 2022 Share Posted November 6, 2022 (edited) I like the idea. Would be fun if that is a new attribute... Willpower or something and the amount of "will" you have increases the radius of your skills.... maybe also increase the number of affected persons? Or if that is too strong... another attribute, "Charisma" that increases the number of affected peoples? I say attribute so that there is a tradeoff for the advantage you get. don't know, just throwing in some ideas, as well. Edited November 6, 2022 by Nogothanc.5014 spelling correction 2 1 1 Link to comment Share on other sites More sharing options...
HnRkLnXqZ.1870 Posted November 6, 2022 Share Posted November 6, 2022 The stack-mentality has a special place in gw2. Some love it and some hate it. Stacking is comfortable and allows exploiting a lot of boss mechanics. The buffs are just one element of that. We also have the heal- and revive-range to take care of. In addition we have active defenses, such as protective shields and domes which only have limited range. That makes stacking almost the only way of fighting bosses correctly. Not to forget the hitbox problem and the sweet-spots where you can hit certain bosses multiple times with a single hit. I would like to have more ranged options for GW2 and a less restrictive combat system. Extending the boon-range would at least provide some extra flexibility, but not solve the problem. Link to comment Share on other sites More sharing options...
ZloyMakak.1429 Posted November 6, 2022 Author Share Posted November 6, 2022 41 minutes ago, costepj.5120 said: Are you sure that wasn't just a typo during Mad King Says? Not a typo. In that I meant not only deadeye with rifle but any class with ranged weapon firing point blank. 1 1 Link to comment Share on other sites More sharing options...
ZloyMakak.1429 Posted November 6, 2022 Author Share Posted November 6, 2022 34 minutes ago, HnRkLnXqZ.1870 said: The stack-mentality has a special place in gw2. Some love it and some hate it. Stacking is comfortable and allows exploiting a lot of boss mechanics. The buffs are just one element of that. We also have the heal- and revive-range to take care of. In addition we have active defenses, such as protective shields and domes which only have limited range. That makes stacking almost the only way of fighting bosses correctly. Not to forget the hitbox problem and the sweet-spots where you can hit certain bosses multiple times with a single hit. I would like to have more ranged options for GW2 and a less restrictive combat system. Extending the boon-range would at least provide some extra flexibility, but not solve the problem. Thought about projectile walls and domes as well but wouldn't it be as a mechanic on itself? Like stacking under a dome or behind a wall is a mechanic for sertain times or phases but not all the time and every boss. 1 Link to comment Share on other sites More sharing options...
costepj.5120 Posted November 6, 2022 Share Posted November 6, 2022 36 minutes ago, ZloyMakak.1429 said: Not a typo But GW2 doesn't have any Street Fighter skills. We can't just go round kneeing bosses. 2 Link to comment Share on other sites More sharing options...
ZloyMakak.1429 Posted November 6, 2022 Author Share Posted November 6, 2022 14 minutes ago, costepj.5120 said: But GW2 doesn't have any Street Fighter skills. We can't just go round kneeing bosses. XD just realised my mistake (sorry not native speaker). Meant kneeling with rifle. (skill 5) 1 Link to comment Share on other sites More sharing options...
casualkenny.9817 Posted November 6, 2022 Share Posted November 6, 2022 (edited) Stacking has always been a (subjective opinion) stupid idea. Its ugly, you can't see what's going on, and it's bloody boring. Edited November 6, 2022 by casualkenny.9817 13 1 1 Link to comment Share on other sites More sharing options...
Majic.4801 Posted November 6, 2022 Share Posted November 6, 2022 The problem with this suggestion is that increasing buff and support skill ranges could potentially offer players more options than "stack on the boss!", lead to more creative, tactical gameplay and make sleeping through boss fights more difficult. Where's the fun in that? 5 1 5 1 Link to comment Share on other sites More sharing options...
ZloyMakak.1429 Posted November 6, 2022 Author Share Posted November 6, 2022 15 minutes ago, casualkenny.9817 said: Stacking has always been a (subjective opinion) stupid idea. Its ugly, you can't see what's going on, and it's bloody boring. That is why I'm up for this change. As for pve point of view I really see no downsides as you give buffs in like 900 or even 1200 range rather in 300. You give buffs to 5 ppl anyway so why 300-450 is the limit? 4 Link to comment Share on other sites More sharing options...
Setz.9675 Posted November 6, 2022 Share Posted November 6, 2022 As long as ranged dmg stays lower than melee dmg due to risk vs reward Im all for it. 1 1 Link to comment Share on other sites More sharing options...
SoftFootpaws.9134 Posted November 6, 2022 Share Posted November 6, 2022 13 minutes ago, Setz.9675 said: As long as ranged dmg stays lower than melee dmg due to risk vs reward Im all for it. I think on average 10% less damage on mid-range and 20% less on max range would be reasonable. This negates the effects of the damage bonuses on armor and weapons. Link to comment Share on other sites More sharing options...
Westenev.5289 Posted November 6, 2022 Share Posted November 6, 2022 (edited) I like the idea in general, but increasing buff length would increase player tethers which could be annoying for common grouping mechanics like green circles. As a support player, I also have concerns because res'ing scattered players isn't fun. Edited November 6, 2022 by Westenev.5289 2 Link to comment Share on other sites More sharing options...
TheGrimm.5624 Posted November 6, 2022 Share Posted November 6, 2022 5 hours ago, ZloyMakak.1429 said: Hello. I've been playing on and off from release (9,5 years). And one thing still buggers me. Why buff radius is so small? Like in raids when you split from squad while doing mechanics you are out of buffs for quite a while. This ultimately leads to stacking in one spot for almost all fights in pve, visual clutter and so on. My idea is to at least double (if not triple) of buff radius (alacrity, quickness and others) so ppl can spread a little. I'm not talking about wvwvw and pvp by the way coz this change will give unpredictable relusts in those modes (may be good but mostly bad). I'm writing it because I really don't like stacking in one place gameplay and want to move freely around bosses while not worrying about am I still in buff radius or not. So what's your opinion? It would be great to here pros and cons from you. No I think we actually already have too much boon share, if anything I would have said we potentially need a reduction in range and number of targets. Boon carry meta is way strong right now and it seems to be expanding. Boons should be for pushes and bursts and not a constant up time. I get that you indicated PvE only but it still would be a bad trend to get people into when they crossed modes. In WvW we have too much boon uptime and causes issues when one side brings them and the other side does not. We are currently out of balance in strips and corruptions as well compared to shares. Not a stacking fan either but the answer to that in PvE should be in the AI mechanic which should be applying more damaging attacks to bigger groups and potential also have more corrupts and strips on bosses to punish the stacking versus just allow players to apply more in larger areas. I think expanding the radius also further creates imbalance between range and melee. Range carries less risk already compared to melee and the risk reward between melee/range already favors range, adding extended buffs just increases that. I say this with a mix of both across 23 toons builds out of 31 in play. So no, even if its for PvE its not a good trend to go with. Link to comment Share on other sites More sharing options...
Vilin.8056 Posted November 6, 2022 Share Posted November 6, 2022 (edited) Even if boon radius gets buffed, your Deadeye would still die due to the lack of healing without a healers nearby in a instanced boss fight. Edited November 6, 2022 by Vilin.8056 Link to comment Share on other sites More sharing options...
Khisanth.2948 Posted November 6, 2022 Share Posted November 6, 2022 Standard buff radius is 600. That makes a diameter of 1200. Maximum range of most ranged skills is also 1200(on paper at least). "Melee" range is 130. If you insist on standing in 130 range despite having 600+ to work with then that is not an issue with the buff range. 2 Link to comment Share on other sites More sharing options...
Warscythes.9307 Posted November 6, 2022 Share Posted November 6, 2022 (edited) 6 hours ago, ZloyMakak.1429 said: By the way I forgot to mention that this change can allow us to create range support and dps roles. Seeing rifle deadeye kneeing in front of bosses is just painfull XD. It really wouldn't because most healing range is melee and if you get downed, people have to run over to you and pick you back up. Is just easier to stack. Unless you allow both manual range rezzing and increase the range of every single heal skill in the game, people are still going to stack because is safer. Edited November 6, 2022 by Warscythes.9307 1 Link to comment Share on other sites More sharing options...
Astralporing.1957 Posted November 6, 2022 Share Posted November 6, 2022 9 hours ago, Setz.9675 said: As long as ranged dmg stays lower than melee dmg due to risk vs reward Im all for it. As long as this higher damage melee loses its cleave and remains single target, and that cleave migrates to range builds, i am all for it. 3 1 4 Link to comment Share on other sites More sharing options...
Linken.6345 Posted November 7, 2022 Share Posted November 7, 2022 1 hour ago, Astralporing.1957 said: As long as this higher damage melee loses its cleave and remains single target, and that cleave migrates to range builds, i am all for it. Yea sure just give melee pierce that you take away from ranged and it stay the same anyway. 1 1 Link to comment Share on other sites More sharing options...
Westenev.5289 Posted November 7, 2022 Share Posted November 7, 2022 (edited) I find it concerning how many people seem to want ranged to be bad cuz git gud. Given how damage is applied in pve (AoE, arena DoT, ground targeting, teleporting bosses) ranged is much MUCH more dangerous because of their lack of proximity to the group (they lack protective boons, group heals, and risk the group being unable to res them if downed). Edited November 7, 2022 by Westenev.5289 3 Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted November 7, 2022 Share Posted November 7, 2022 I'd be perfectly fine with more range if boon amounts and stack strength also took a 90% nerf so we can go back to how the game played on release instead of the braindead passive boonbonanza it is now. 3 Link to comment Share on other sites More sharing options...
Doggie.3184 Posted November 7, 2022 Share Posted November 7, 2022 (edited) I've never been a fan of forced stacking 24/7. When I started playing FFXIV few years ago it was such an amazing experience to be able to run around the battlefield pew pewing and still get AoE healed/buffed. XD I felt so uncaged and free. Also I still think it was mean to nerf Thief Venom share range. Such a little baby radius. 👶🍼 Edited November 7, 2022 by Doggie.3184 Link to comment Share on other sites More sharing options...
SoftFootpaws.9134 Posted November 7, 2022 Share Posted November 7, 2022 (edited) 2 hours ago, Westenev.5289 said: I find it concerning how many people seem to want ranged to be bad cuz git gud. Given how damage is applied in pve (AoE, arena DoT, ground targeting, teleporting bosses) ranged is much MUCH more dangerous because of their lack of proximity to the group (they lack protective boons, group heals, and risk the group being unable to res them if downed). This is objectively false. As shown with Machinist and Virtuoso, range has significant advantages such as a high DPS uptime as you weave in and out of attacks on the battlefield, instead of stacking in melee and hoping you dodge the attack or your healer provides Aegis or your teammates pick you back up after you get one hit by it. Melee being safer is a myth, its safer because that's where all the heals, buffs and revives are. However, that doesn't mean you're actually taking less damage, usually you're taking even more and this often hurts your DPS. It safer in melee because its the carry zone, a radius around your allies in which you can be hard carried. A good example is how useless Reaper is right now since incoming damage is tied to their outgoing damage. The ideal scenario is always to play some kind of class with at least mid-range capabilities so that you can have the best of both worlds, and its been repeatedly shown these are the strongest classes in real-world scenarios. If melee was always safer, do you think so many would be pushing for higher melee damage due to the many risks factors they have to take in order to deal that damage? Edited November 7, 2022 by Mariyuuna.6508 2 Link to comment Share on other sites More sharing options...
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