You guys miss the point what iam talking about: mitigation of survival builds, a tank build gives up their dmg output and exchange it for more survival. This is just one example where I think the game has a suboptimal pvp balance. It is not that worse like the discussion about the thief. Condition dmg in general has a luckluster in this game currently and the necro is just another example, it takes time and the player has actually to work a lot in a fight and there is not much difference if your dots tick for 95dmg or 115, which is actually a huge difference in your characters dmg stats.
What skill is needed if someone is pressing just a button and does 9k dmg from 900 range, which is actually ~ 75% of your HP. You have to kite/avoid and use your skills with a tank build or a pure dmg skill, there is no difference with your logic except that one build of them kills a lot faster. This build here uses 2x daggers, so you need to go into melee range to use most of your skills and in the rest of your time you are just a runner.
Someone did wrote in another thread the following:I believe it would be better for the game as a whole if burst damage for all quickness accessable classes was tuned down a bit and they were given something else to compensate.
I dont want to say that this example did happen a lot to me, no there are the occasional thieves with their exceptional and questionable burst or the classes which have haste for their burst like the ranger or warrior. But the question was since when Baldetrail, which is a crippling skill can dish out such a high amount of damage....thats why I did wonder about it. Maybe some of you should start playing other classes/builds in pvp aswell and not the Fotm ones to see what is going on.
Edited by oxmox, 30 September 2012 - 06:47 AM.