the krytan assassin.9235 Posted March 14 Share Posted March 14 (edited) Defiance bars have been a part of the game since HoT and have become a staple in both open world & instanced PvE content. Not breaking the defiance bars in time can result in anywhere between a dps loss to a full group wipe. Yet i'd argue that the current implementation is really flawed. Some big problems regarding defiance break: 1. Defiance break often isn't properly displayed in the skill tooltip There are 100+ skills that do not state the correct amount of defiance break. Some skills deal defiance break but do not have the correct tooltip, like for example head shot. Some tooltips add multiple defiance break stats even though they exclude eachother. For example earthshaker mentioning it deals 450 defiance break while in reality it deals 100, 150 or 200 depending on adrenaline level. And some even are plain stupid like head butt adding an extra 100 defiance break to the tooltip for its self stun. The effects of traits/sigils that increase stun/daze duration also are not being properly displayed in the skill tooltip. 2. An unhealthy uneven distribution of defiance break across different weapons/especs First of all i think its important to acknowledge the holes in roles principle: some classes are simply designed to deal more breakbar damage then others. There's nothing inherently wrong with this. The current deviation however is to big and can give problematic results in practise. The staff elementalist is an excellent example of this. In its current form the staff only provides 150 defiance break and although the ele can slot in some extra defiance break from utilities it is very clunky. Yet at the same time a single surge of the mist can already deal up to 1350 breakbar damage (depending on hitbox size&boss placement). Some encounters simply rely on group members dealing an average of ~400-500 defiance break, which in practice results in some professions not being viable or heavily reliant on other classes to compensate for their lack of defiance break. 3.Defiance break isn't taken into account when determining the power budget of professions. Having extra defiance break is probably one of the most powerful 'support' abilities that a dps can bring, yet it isn't really taken into account when determining the power budget of a class. An example is the current hammer d/a spellbreaker which deals 1.5k more Golem dps and has alot more utility then the greatsword d/a alternative. 4. The difference in defiance break is enormous between skills. There's a big difference between defiance break from skills. Most skills provide anywhere between 100-400 defiance break, but for some reason there are a couple skills that provide way more defiance break. These skills are sanctuary (750-1050 if traited), basilisk Venom (750) and surge of the mist (150-1350 depending on the amount of hits). These skills simply seem to have old faulty skill coding which results in an absurd amount of defiance break 5. The mechanics of defiance break aren't properly introduced to newer players. There isn't any introduction to defiance break in the game, many new players are unaware of this mechanic. Soft CC defiance break is never even mentioned in the game and can only be found on the gw2 wiki. On top of that vast majority of players that do know the basic mechanics of breakbar damage are being led on a stray path by Anet itself due to the faulty tooltips. Can we please adress atleast some of these issues? Defiance break is an important aspect of the game and is able to provide interesting interactions, yet in its current adaptation its often misunderstood & provides unnecessary exclusion of some specific build variations. Edited March 15 by the krytan assassin.9235 11 1 1 3 Link to comment Share on other sites More sharing options...
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