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Anet, please balance PVP by burst, not cooldowns.


Daniel Handler.4816

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After you guys removed all the tanky amulets, fights don't last that long in PvP. As a result long cooldowns have become less of a punishment. You can burst the enemy down, and let your abilities recharge while the enemy respawns/regroups. This has led to a very frustrating and incestuous meta. The holy trio of firebrand, scourge, and spell breaker.

Shades, tomes, and stances dominate every fight. Burst damage, damage mitigation, healing. Rinse and repeat.

  • they crowd out other condition builds.
  • the only way to combat them is by running the same classes.
  • Changing the cooldown on these abilities will only make some of the fights less unfair.
  • you need to nerf the potency of their burst, so that other team compositions can hope to win the midfight

Possible solutions. Undo the balance changes you made. Instead:

  • double the life force cost of nefarious favour, or some other method to reduce boon corruption spam
  • remove revenge counter and featherfoot grace from the game, or some other method to reduce resistance spam, but leave the stances untouched.
  • reduce loremaster to 25%

edit:

  • remove cripple from shades and punishments. They have too many cover conditions as is.
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Your solutions are pretty bad. The real issue with scourge damage is the absolute ridiculous amounts of conditions they are able to dump on you at any given moment; vulnerability, cripple, torment, burning, bleeding, weakness - from simply auto attacking and standing next to someone, hitting their shroud skills.

Now, with this change they did, they reduced OUR condition cleanse as well, so now we die just as easily as anyone else when it comes to fighting another scourge or being in a team fight with two scourges on each side. Everyone dies.

They need to make condition cleansing/healer builds more common/viable, and then make poison a 50% healing debuff instead of 33%. Give poison builds a reason to play, make them more viable, reduce the strength of other condition builds to boot.

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@Caine.8204 said:Your solutions are pretty bad. The real issue with scourge damage is the absolute ridiculous amounts of conditions they are able to dump on you at any given moment; vulnerability, cripple, torment, burning, bleeding, weakness - from simply auto attacking and standing next to someone, hitting their shroud skills.Now, with this change they did, they reduced OUR condition cleanse as well, so now we die just as easily as anyone else when it comes to fighting another scourge or being in a team fight with two scourges on each side. Everyone dies.They need to make condition cleansing/healer builds more common/viable, and then make poison a 50% healing debuff instead of 33%. Give poison builds a reason to play, make them more viable, reduce the strength of other condition builds to boot.

A ridiculous amount of conditions would be less painful if you didn't need a broken amount of resistance to survive them (looking at you spell breaker).

Buffing cleanse/healing to deal with Scourge would be a nerf to all non-scourge condition builds that have fair fights. Buffing poison at the expense of other conditions would be a buff to necro/ranger, and a nerf to the other classes.

If the real issue is condition application then reduce that.

  • lower the number of cover conditions by removing cripple from shades and punishment skills
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The only way to improve class balancing is reduce condition spam. A condi class should be allowed either build into high stack single damage condi without many covering condi or covering a large variety of condi with only low stack damage condi.

It is not okay to have high damage condi stack with every condi as cover in one single build, the condi spam is over done which resistance is the after thought solution to what was already broken imo.

Resistance must be tone down class wide, but before that, condi spam should be fixed in order to fix resistance.

Most condi applications on weapon skill should be removed and rework traits to give the condi applcation instead. A build should choose to slot trait either more damage condi stacking or apply different types of condi at once with a cost of greatly reduced damaging condi stacking.

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