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Soulbeast damage is still busted


Xervite.5493

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@xuxu.6179 said:

@Dreddo.9865 said:If we consider one shot kills acceptable in a RPG game we better switch to counter strike or other shooters where 'head-shots' make sense and are way more fun to play in that regard.

well what do you expect to happen when glass hits glass?

Well, that both are dead...?! That's at least what usually would happen if glass hits glass. :#

depends.. using the hard end (or attack) against the side of the bottle should 1 shot it without any damage to the attacking bottle :smile:

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@Fortus.6175 said:

@"Paradoxoglanis.1904" said:Damage in general is busted, not just for 1 shot builds. Pretty much every 1 shot build can do 15-20k+ damage with a minimal telegraph or stealth, and non 1 shot builds do 10k+ combos easily.

I dont disagree with it, but defenses have been creeped up as well, just that not all classes have kept up in that department. Take for instance eles, on core the Celestial D/D cantrip build was at the time the most oppressive solo build in existance, so strong that people were running 3-4 D/D eles + the mandatory thief (since beta that hasnt changed) and often a mesmer too. Now, even if you brought back the old celestial amulet with more stats (back then celestial had 3700 total stats whereas all other amulets have the 3200 we have now, including current celestial), the 3 might on cantrip usage and old RtL, it would still not be able to survive in the current meta. Mind you, since then, eles have received a few buffs to fire, arcane and water trait lines, and even then, it still wouldnt be enough.

Eles never kept up with the defensive upgrades, which is why Fresh air build still exist but it is not meta by any means; because it has about the same damage of many other meta classes, while having little to no defense and mobility (granted fresh air burst is mostly upfronted and that is not healthy for the game either, so power needs to be shift away from insta unreactable skills), whereas classes like warrior, holo, soulbeast, daredevil, deadeye or mirage, enjoy similar levels of damage output while still having tools like invuln/stealth/raw healing/disengage and reengage teleporting skills/ access to many mobility skills that need the RtL treatment or they need to unnerf RtL to be more in line with literally all other mobility spells in the game , even those that dont require a target/ teleports that dont require LoS and can go vertically and behind walls, from literally unseen positions (as long as someone before hand targeted the receiving party). The list can be long.

Anet tried to address this by removing many passive defense traits, which are neither skillful nor intrinsically rewarding (pressing buttons is rewarding, which is why you get box inside boxes with more boxes inside, our monkey brains are very primitive on that regards, the limbic system, specifically the reward center on the ventral straitum bypasses conscious thought, which is why it is so difficult to stop a person from gambling despite the fact they know it is ruining their lives and those around them), these skills would keep you alive, sure, but you had no power over them.

But now we need to address damage:  This is tricky though. Once you give a cool toy to someone, you cant take it away, even though they didnt have the toy before and you are just returning them to their previous state (having no toy) it still has terrible consequences on our monkey brains that incorporate every possitive stuff we get as baseline, which is why they say money cant buy you happiness; most people that win the lottery are bankrupt with a year or two, most NFL players who make several millions a year are usually bankrupt by the age of ~30, etc etc, once we have a new "standard of living" it becomes baseline, so you must add more to it or else you dont get the same dopamine release from these reward center, we like positive change, no matter how good things are, we need it to get even better because our brains react only to change, otherwise, homeostasis is reached. DPS roles are popular, see overwatch's new queue role, 1-2 mins for healers/tanks, 7-8 mins DPS role. If you take away the now "baseline" damage of these classes, which would only be reverting things to a previously accepted state (during HoT we complained about powercreep, now is about PoF, and HoT builds are mostly obsolete) it would not make many, if not most people happy.

So anet has thre choices; 1) leave it as it is, 2)nerf it and deal with already unhappy pvpers being even unhappier, 3) powercreep everyone to the same level as the dominating builds. Each one brings its good and bads, and I dont think Anet is ready yet to take that decision (maybe in the next 7 years it might happen?)

-Source on science stuff; im a med student going through my Neuro block, so im literally studying the reward centers and amygdala on another tab.

It's almost like you need to be able to pick custom amulet stats with intervals of say 100/200 or smth but then each class needs minimum and maximum brackets they can choose from to be able to balance hard with numbers, or am I just talking out my kitten and would this result in not being able to have any prediction on what you are fighting.. Maybe this game is just doomed when it comes to balancing, it's too complicated so maybe it's just a case of have fun and yolo.....

Cool post btw I wasn't going to read it properly because you're making me use a dictionary but then it was so well written I had to come back haha, interesting stuff, but they won't roll back as they need people to buy PoF.

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