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Idea: Buff CC Heavy Weapons' Non-Burst/Filler Power Damage to Compensate Loss of CC Damage


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As we look at the power changes, we notice some weapons had more damage shaves than others and some deal less consistent damage than others, if we compare things like warrior hammer to, say, revenant swords. Power definitely took far more of a toll than condition oriented weapons, and that's largely at the feet of removing power damage from CC abilities after already shaving damage of power weapons equal to condition damage, resulting in more punishment on power weapons that had CC than condition weapons. One fix to this I believe would work is to buff the ambient damage of power weapons that had high CC or CC abilities that were a big portion of the weapon sets' burst damage or sustain damage, such as warrior hammer. If we look at warrior hammer, the adrenaline attack, four, and five had damage removed, resulting in a rather painful damage reduction as the weapon sacrifices consistent damage for disruption/debilitation, which is majority of what the weapon is intended to do. If one were to buff the non-CC and non-burst abilities of the weapon, such as the autoattack and the shockwave and NOT the heavy hitting two skill (further), these weapons would retain their disruption while still having reliable sustained damage that may not match dedicated damage kits but still have relevance. With the loss of Prime Light Beam's initial damage could be a buff on the pulsing damage field's power coefficient and possibly strike frequency. The elevation of passive and/or followup damage on kits and abilities that suffered greatly to CC damage removal could help them become more useful and worthwhile in PvP. To clarify, this is for weapons that lost a lot of power from CC damage removals: this doesn't apply to things like ranger greatsword/longbow or mesmer pistol or firebrand axe or warrior shield that didn't have any noteworthy power damage tied to their CC abilities that got shaved.

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Considering Stab got shaved across the board, save for Juggernaut on Scrapper (which is fine imho), chaining CC to secure kills seems to be the new black. I’m a firm believer that this is a good way to go about balancing, provided classes are given equal opportunity to create clutch plays that set those up. It allows for more back and forth kind of playstyle and awards timing.

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@"Eurantien.4632" said:Ranger GS had mad dmg on CC. Now the only skill with real dmg is maul. And we all see how that's going

"maul is op ranger so stupid high dmg"

Yes maul(and pets) is the only dmg source that we have rn and everybody wants to kill it in the forums.

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A few abilities which have CC and very obvious animations or high costs need damage added back. For example, Earthshaker (Hammer burst) could have its damage added back and be fine.Some abilities which did CC and damage before and became CC only might need re-evaluated as damage only instead.

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