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Breaking the Boon Meta


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> @mygamingid.5816 said:

> Not worried about boon duration, just about balance between classes. Support should be approximately as valuable as any other category.

 

That will never be the case in 10 man raids. This is the same as any other raid MMO with raids of this size.

 

You will always have a necessity of minimum support classes (be it healers, tanks, or what ever) to provide what ever the raid design requires. The rest gets filled up with damage dealers. This is what every meta always comes back to. At a size of 10 players, this will just about always come down to 50-60% support classes, rest damage dealers.

 

Creating more demand for support characters does exactly the opposite of reducing the demand for them.

 

For example, by halfing the provided alacrity and quickness (as example), the current meta would shift from 2 chronos, 2 druids, 2 cPS to 2 chronos, 2 druids, 2 cPS, 2 firebrand and 2 renegade. Both Firebrand and Renegade would have to cover the missing alacrity and quickness and bringing 4 chronos would not be an option due to to much damage loss (or the meta would change to 4 chronos, 2 druids, 2 cPS and 2 damage dealers). Both results are far more restricting than what we have now.

 

The easiest solution to a problem (class to strong, must nerf) is not always the one which leads to a desired result. The desired result (more flexibility in raid slots) goes contrary to the effect (less demand for class x) because nothing as far as requirements of the raid design were changed.

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> @Cyninja.2954 said:

> > @mygamingid.5816 said:

> > Not worried about boon duration, just about balance between classes. Support should be approximately as valuable as any other category.

>

> That will never be the case in 10 man raids. This is the same as any other raid MMO with raids of this size.

>

> You will always have a necessity of minimum support classes (be it healers, tanks, or what ever) to provide what ever the raid design requires. The rest gets filled up with damage dealers. This is what every meta always comes back to. At a size of 10 players, this will just about always come down to 50-60% support classes, rest damage dealers.

>

> Creating more demand for support characters does exactly the opposite of reducing the demand for them.

>

> For example, by halfing the provided alacrity and quickness (as example), the current meta would shift from 2 chronos, 2 druids, 2 cPS to 2 chronos, 2 druids, 2 cPS, 2 firebrand and 2 renegade. Both Firebrand and Renegade would have to cover the missing alacrity and quickness and bringing 4 chronos would not be an option due to to much damage loss (or the meta would change to 4 chronos, 2 druids, 2 cPS and 2 damage dealers). Both results are far more restricting than what we have now.

 

Reducing the effect is not reducing the duration, so I’m not sure where you’re going here? Reiterating that I don’t care about duration at all. 100% duration is fine, 10-person boons are fine, but the value of that support needs to be normalized.

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Honestly removing concentration and gear that provides boon duration from the game (along with expertise and condi duration gear) would be a step in the right direction in my opinion. It shouldn't be so easy to stack permanent boons, especially by a single player. As much as I love chronomancer, it should be impossible for 1 chrono to stack 100% quickness uptime by themselves.

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Unfortunately once they put those stats in, it all goes to hell.

 

They did the same with expertise and conditon classes. Ferocity is there as well. They should have stuck with power and precision as universal offensive stats and rebalanced conditions so they can crit.

 

Splitting condition damage from power just created way too many balance problems, as did the introduction of boon duration and healing power. Balance the damn baseline values and it gets a lot easier than having to deal with so much variability in gear combinations.

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> @mygamingid.5816 said:

> > @Cyninja.2954 said:

> > > @mygamingid.5816 said:

> > > Not worried about boon duration, just about balance between classes. Support should be approximately as valuable as any other category.

> >

> > That will never be the case in 10 man raids. This is the same as any other raid MMO with raids of this size.

> >

> > You will always have a necessity of minimum support classes (be it healers, tanks, or what ever) to provide what ever the raid design requires. The rest gets filled up with damage dealers. This is what every meta always comes back to. At a size of 10 players, this will just about always come down to 50-60% support classes, rest damage dealers.

> >

> > Creating more demand for support characters does exactly the opposite of reducing the demand for them.

> >

> > For example, by halfing the provided alacrity and quickness (as example), the current meta would shift from 2 chronos, 2 druids, 2 cPS to 2 chronos, 2 druids, 2 cPS, 2 firebrand and 2 renegade. Both Firebrand and Renegade would have to cover the missing alacrity and quickness and bringing 4 chronos would not be an option due to to much damage loss (or the meta would change to 4 chronos, 2 druids, 2 cPS and 2 damage dealers). Both results are far more restricting than what we have now.

>

> Reducing the effect is not reducing the duration, so I’m not sure where you’re going here? Reiterating that I don’t care about duration at all. 100% duration is fine, 10-person boons are fine, but the value of that support needs to be normalized.

 

The result remains almost the same, reducing the effectiveness of the utility will increase the pressure on the damdage dealers.

 

Even with your suggested changes, some benfit is better than no benefit.

 

Best case some of the now mandatory support classes get exchanged by others (say healing tempest for druid, firebrand+renegade for mesmer). The overall result becomes more toxic and more restrictive.

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> @mygamingid.5816 said:

> > @Feanor.2358 said:

> > > @mygamingid.5816 said:

> > > For balance, they should provide no more team DPS than what they give up personally. So if they give up 20k, they should give out 2k in boons to 10 squad members. Perfect balance may not be the goal, so give them a token benefit over that, but nothing like the massive benefits they offer now.

> >

> > Here's the problem with that: if you don't reward the sacrifice in personal dps properly, it makes no sense to make it. Why bother building a support which relies on having a group to do the dps when you can go dps and do equally well both in group and solo?

>

> I’m all for rewarding the sacrifice of personal DPS. Just don’t make the reward so overwhelming that there literally is no substitute.

 

There's no way around. You either outweigh the sacrificed personal dps or the sacrifice becomes meaningless. Because you're trading unconditional performance for conditional one, which is always inferior.

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My question is why did we move to special effects that exist outside of boons and we can have them for 100% of the encounter in the first place? The boon system was fine there wasnt need for unique modifiers and class specific effects. At least not effects that you can upkeep for 100%. Effects that have small upkeep time and are powerful would be fine.

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> @mygamingid.5816 said:

> Not worried about boon duration, just about balance between classes. Support should be approximately as valuable as any other category.

And here's the crux of th problem: in order for support to be a reasonable option, it has to offer _more_ than you sacifice to get it. Why? Because getting the most of your support build requires top performance not only from you, but also from everyone else in your group.

 

Basically, if 10x dps group can dish out the same damage (and have the same survivability/etc) as a hybrid group, then you should take the dps group all the time. It's easier to create (you basically don't have to worry about role synnergy), and individual mistakes only create loss of dps for that person, and do not impact the performance of other players.

 

If following your suggestion, then taking support would end up as an option where you needlessly complicate things for no gain at all. As such, it would be inferior to no-support choice.

 

> @Feanor.2358 said:

> There's no way around. You either outweigh the sacrificed personal dps or the sacrifice becomes meaningless. Because you're trading unconditional performance for conditional one, which is always inferior.

So, basically this.

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> @Zoltreez.6435 said:

> people talking about nerfing boons making allot of stuff and builds weak or useless/bad....

>

> then you remember necros don't even have the 80% of the ingame boons.......

 

Necro's have access to Might, Regen, Protection, Stab, Fury, Retaliation, and Swiftness

The only one's that they don't have access to are Aegis, Quickness, Resistance, and Vigor. Though you could get those through converting conditions.

 

Weird...that's doesn't seem like 80%

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> @savacli.8172 said:

> > @Zoltreez.6435 said:

> > people talking about nerfing boons making allot of stuff and builds weak or useless/bad....

> >

> > then you remember necros don't even have the 80% of the ingame boons.......

>

> Necro's have access to Might, Regen, Protection, Stab, Fury, Retaliation, and Swiftness

> The only one's that they don't have access to are Aegis, Quickness, Resistance, and Vigor. Though you could get those through converting conditions.

>

> Weird...that's doesn't seem like 80%

 

Ahhh yes, the mightly spite/soul reaping/blood magic/curses/scourge build with warhorn, focus, and staff.

 

Sarcasm aside, boon uptime is more important than boon access.

 

Necromancers can only do 25 stacks of might on either a scourge build or a spite+reaper build. And the spite reaper can only do 25 stacks when hitting a target below 50% HP.

Necros have 1 source of Fury on the entire class and it's uptime is pitiful.

Necros can only do protection on a wells build and even then have to stack boon duration in order to get good uptimes out of it.

Necro has 1 source of retal and the uptime is worse than our fury.

Necro's only regen source is staff2 and focus4. But that regen is actually detrimental because it might overwrite the stronger regen from a support.

Necro swiftness comes from either warhorn5 or Speed of Shadows, and again the uptime is meh in a real environment.

Necro Stability, just lol.

 

Condi-to-boon conversion is not boon access. You do not have control on what condis are applied to you, so conversion is not a reliable boon source. Moreover condi-to-boon conversion gives very low durations.

 

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> @Crinn.7864 said:

> > @savacli.8172 said:

> > > @Zoltreez.6435 said:

> > > people talking about nerfing boons making allot of stuff and builds weak or useless/bad....

> > >

> > > then you remember necros don't even have the 80% of the ingame boons.......

> >

> > Necro's have access to Might, Regen, Protection, Stab, Fury, Retaliation, and Swiftness

> > The only one's that they don't have access to are Aegis, Quickness, Resistance, and Vigor. Though you could get those through converting conditions.

> >

> > Weird...that's doesn't seem like 80%

>

> Ahhh yes, the mightly spite/soul reaping/blood magic/curses/scourge build with warhorn, focus, and staff.

>

> Sarcasm aside, boon uptime is more important than boon access.

>

> Necromancers can only do 25 stacks of might on either a scourge build or a spite+reaper build. And the spite reaper can only do 25 stacks when hitting a target below 50% HP.

> Necros have 1 source of Fury on the entire class and it's uptime is pitiful.

> Necros can only do protection on a wells build and even then have to stack boon duration in order to get good uptimes out of it.

> Necro has 1 source of retal and the uptime is worse than our fury.

> Necro's only regen source is staff2 and focus4. But that regen is actually detrimental because it might overwrite the stronger regen from a support.

> Necro swiftness comes from either warhorn5 or Speed of Shadows, and again the uptime is meh in a real environment.

> Necro Stability, just lol.

>

> Condi-to-boon conversion is not boon access. You do not have control on what condis are applied to you, so conversion is not a reliable boon source. Moreover condi-to-boon conversion gives very low durations.

>

 

I teared up...really. :(

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  • 3 weeks later...

The recent changes opened up the META quite a bit. The old "6/4 - support/DPS" balance is no longer needed. You might actually have a bit of an issue to be accepted into a squad if you are trying to join as the second support of "x class" right now. The only real exception being the chronomancers.

The majority of the spots will still be taken by which ever DPS option is supposed to be best for the current encounters if you were going to go for the outmost efficiency which comes down to proper speed in the end.

 

Don't really see why any further nerfs would be needed unless the goal was to completely remove those supports. Nor do I see why anyone would want mechanics which punish you for actually playing well. This includes boon uptime as much as dodges, blocks or positioning.

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> @maddoctor.2738 said:

> > @Henry.5713 said:

> > The recent changes opened up the META quite a bit. The old "6/4 - support/DPS" balance is no longer needed.

>

> Yes. From 6/4 we went to 4/6 that's an obvious improvement but we need a bit more

 

We dont really. What we need is for fb to be a viable solo quickness stacker.

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> @zealex.9410 said:

> > @maddoctor.2738 said:

> > > @Henry.5713 said:

> > > The recent changes opened up the META quite a bit. The old "6/4 - support/DPS" balance is no longer needed.

> >

> > Yes. From 6/4 we went to 4/6 that's an obvious improvement but we need a bit more

>

> We dont really. What we need is for fb to be a viable solo quickness stacker.

 

Do we really need that ?

 

I mean of all the things i could think of the balance team needing to do that's on the bottom rung right there next to buffing ele.

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> @TexZero.7910 said:

> > @zealex.9410 said:

> > > @maddoctor.2738 said:

> > > > @Henry.5713 said:

> > > > The recent changes opened up the META quite a bit. The old "6/4 - support/DPS" balance is no longer needed.

> > >

> > > Yes. From 6/4 we went to 4/6 that's an obvious improvement but we need a bit more

> >

> > We dont really. What we need is for fb to be a viable solo quickness stacker.

>

> Do we really need that ?

>

> I mean of all the things i could think of the balance team needing to do that's on the bottom rung right there next to buffing ele.

 

If not that then the meta is in a perfect state and what needs to happen is bugf the underperforming dps specs abit.

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