Grenades #1, 30% damage reduction...how bad?
#1
Posted 15 December 2012 - 02:45 AM
#2
Posted 15 December 2012 - 02:46 AM
Simple as that.
#3
Posted 15 December 2012 - 02:48 AM
#4
Posted 15 December 2012 - 02:51 AM
#5
Posted 15 December 2012 - 03:05 AM
#6
Posted 15 December 2012 - 03:10 AM
That trait takes one of our strongest Kits and adds 50% effectiveness on top of it.
The problem with balancing Nades is because they have to attempt to make them viable without being traited, while not making traited Nades overpowered. It's an extremely difficult tightrope to walk. One could argue that it will be impossible to do both with Grenadier in it's current form.
A 30% reduction for traited Nades is acceptable. That same 30% reduction for untraited Nades is now a kit killer.
Previously, Grenadier was extremely recommended, but not mandatory. It is now practically mandatory if you want to use grenades.
What they need to do is leave the damage as it was, and change Grenadier from always throwing a third grenade to instead have a percent chance (say 40-50% or so) to allow that third grenade.
That would solve all of the Grenadier woes. It would keep Nades attractive while untraited, while also making the trait attractive.... but without making it mandatory.
In short: They keep nerfing Grenades, but Grenades were fine to start with and the thing that needed a nerf was the Grenadier trait.
Edited by Calebrus, 15 December 2012 - 03:20 AM.
#7
Posted 15 December 2012 - 03:36 AM
Calebrus, on 15 December 2012 - 03:10 AM, said:
Agree. No other trait says "You deal 50% more damage and proc 50% more often." No matter how you balance grenades, that kind of trait is fundamentally unbalanced. It should not be a crutch that the kit has to lean on.
OTOH this way, grenades still have a good boss condition damage niche, for maxing out vuln and bleeds. They should also now be the best at proccing crit sigils.
Edited by FoxBat, 15 December 2012 - 03:39 AM.
#8
Posted 15 December 2012 - 03:42 AM
I've been playing Grenadier in the mid 60s lately, so I'll have a chance to compare before/after feel pretty well. Sounds awful, but it was pretty hot before.
I suppose I'll see once the patch downloads (slow connection here).
P.S. Regarding Grenadier, I think a better way to balance would be to always throw three grenades, adjust damage downward accordingly, then have Grenadier add a fourth grenade in addition to the range buff. It would still add 25% with that extra grenade, which is a lot, but the untraited kit would still be decent and the procs would go up overall, which would be a buff, but it would be offset by the damage nerfs.
Or somethin'
Edited by Majic, 15 December 2012 - 03:46 AM.
#9
Posted 15 December 2012 - 03:53 AM
thanks a lot crybabies, what worked fine before today is now nerfed because "wahh I want sigils." We didn't even get weapon stats, which actually has a reasonable argument going for it (loss of hp and/or toughness). But you all cried, and got your way, and I hope you're happy with losing 30% of damage over a sigil.
Edited by matsif, 15 December 2012 - 03:55 AM.
#10
Posted 15 December 2012 - 03:53 AM
Majic, on 15 December 2012 - 03:42 AM, said:
Or somethin'
Adding a third guaranteed proc, and a possible fourth when triated, is not the solution to this problem. That would compound the problem instead.
Reducing the proc from a guaranteed third to a possible third is the solution to this problem.
This keeps untraited Nades viable, addresses the on crit sigil issue, and keeps Grenadier attractive but not mandatory.
matsif, on 15 December 2012 - 03:53 AM, said:
thanks a lot crybabies, what worked fine before today is now nerfed because "wahh I want sigils." We didn't even get weapon stats, which actually has a reasonable argument going for it (loss of hp and/or toughness). But you all cried, and got your way, and I hope you're happy with losing 30% of damage over a sigil.
How about instead of whining about it, you suggest a possible solution?
I find it ironic that you're whining in the same post you call others crybabies. It amuses me.
Edited by Calebrus, 15 December 2012 - 04:02 AM.
#11
Posted 15 December 2012 - 04:04 AM
matsif, on 15 December 2012 - 03:53 AM, said:
thanks a lot crybabies, what worked fine before today is now nerfed because "wahh I want sigils." We didn't even get weapon stats, which actually has a reasonable argument going for it (loss of hp and/or toughness). But you all cried, and got your way, and I hope you're happy with losing 30% of damage over a sigil.
I can't believe you're attempting to blame other Engineers for rightfully wanting sigils on kits, rather than laying the blame solely at the feet of Anet for this ludicrous nerf.
#12
Posted 15 December 2012 - 04:19 AM
Calebrus, on 15 December 2012 - 03:53 AM, said:
Adding a third guaranteed proc, and a possible fourth when triated, is not the solution to this problem. That would compound the problem instead.
Reducing the proc from a guaranteed third to a possible third is the solution to this problem.
This keeps untraited Nades viable, addresses the on crit sigil issue, and keeps Grenadier attractive but not mandatory.
Almost all on-crit sigils already have internal cooldowns, so the proc rate for them is somewhat moot as it stands.
Also, the Flamethrower is a much bigger fish when it comes to sigil procs. If anything, 3-4 nades would put the grenade kit more in line with the Flamethrower for procs.
The main reason I think 3 base grenades plus a fourth for Grenadier makes sense is that it would reduce the step-up to Grenadier without introducing unnecessary randomness to the attacks. Admittedly a matter of preference, and maybe ArenaNet would prefer randomness, but I think 3-4 grenades would be more elegant.
Edited by Majic, 15 December 2012 - 04:21 AM.
#13
Posted 15 December 2012 - 04:43 AM
Majic, on 15 December 2012 - 04:19 AM, said:
Also, the Flamethrower is a much bigger fish when it comes to sigil procs. If anything, 3-4 nades would put the grenade kit more in line with the Flamethrower for procs.
The main reason I think 3 base grenades plus a fourth for Grenadier makes sense is that it would reduce the step-up to Grenadier without introducing unnecessary randomness to the attacks. Admittedly a matter of preference, and maybe ArenaNet would prefer randomness, but I think 3-4 grenades would be more elegant.
I think this might be bugged. I just did some testing with the Flamethrower and 1 Superior Sigil of Earth, and just using FT #1 is very rapidly, consistently getting 5-8 stacks of bleed and keeping them up.
#14
Posted 15 December 2012 - 04:50 AM
Ragnadaam, on 15 December 2012 - 04:43 AM, said:
You likely have 5 points in firearms. I can't get above 3 stacks with bleed runes and rabid.
Edited by FoxBat, 15 December 2012 - 04:51 AM.
#15
Posted 15 December 2012 - 04:51 AM
#17
Posted 15 December 2012 - 05:16 AM
FoxBat, on 15 December 2012 - 03:36 AM, said:
OTOH this way, grenades still have a good boss condition damage niche, for maxing out vuln and bleeds. They should also now be the best at proccing crit sigils.
#18
Posted 15 December 2012 - 06:58 AM
#19
Posted 15 December 2012 - 07:16 AM
#20
Posted 15 December 2012 - 07:44 AM
GuanglaiKangyi, on 15 December 2012 - 06:58 AM, said:
I just finished a dungeon run with rampager/rabid and sigil of the earth. Indeed, condition damage build for grenades is now superior to direct damage in almost all scenarios. I don't think you'd even need to do those numbers to prove that now lol, 30% by itself would push condition damage ahead of direct damage on even trash mobs (hence, lower armor), neverminding the on-proc sigil with no internal CD (sigil of the earth) adding significantly to the bleed stacking. What more, with a buff to shrapnel and the significant reduction to grenade #1, it is now a lot easier to take 20% CD reduction over 10% explosion damage, further buffing the grenade condition spec.
The problem in my dungeon run was that, bleed never dropped below 25 stacks. Our ranger was keeping up 10-15 stacks without me, and I don't think he's even condition damage specced, he's just using a lynx. I told the other members to try to minimize bleed, but I mean realistically, some of them can't even really avoid it. We ran with the same group setup as we've always farmed before (HotW exp 3 path), and the 3 path run took 10 min longer (90 min instead of our typical 75-80 min), it is noticeable. Overall, I think although this could prove to be a dps INCREASE for condition damage grenade sets, it's time to visit some of the less damage dealing options like double pistol elixir dps/support build, at least it won't cap on bleed. After 1200+ hours of playing, I'm saddened that condition damage is still facing the same problem that it had faced all these time. As of now, I think it's actually not productive at all to put so many stats and traits into condition damage when it gets capped anyways --- The difference is, due to direct damage being nerfed significantly, there's no "ways around" the issue so to speak, so stats are better off going to things like boon duration perhaps. That way at least every bit of your stat counts, instead of some of them going to waste.
Edited by CepaCepa, 15 December 2012 - 07:48 AM.
#21
Posted 15 December 2012 - 08:18 AM
I'll still use grenades in WvW as they are superior to anything when it comes to attacking the wall(pushing defenders and destroying siege in 1500 range). But I'm seriously considering use of them in PvE and overall playing engi.
#22
Posted 15 December 2012 - 09:11 AM
Budzasty, on 15 December 2012 - 08:18 AM, said:
I'll still use grenades in WvW as they are superior to anything when it comes to attacking the wall(pushing defenders and destroying siege in 1500 range). But I'm seriously considering use of them in PvE and overall playing engi.
It makes a big difference since they can proc on-crit stuff now.
#23
Posted 15 December 2012 - 09:49 AM
#24
Posted 15 December 2012 - 10:42 AM
Edited by dawdler, 15 December 2012 - 10:42 AM.
#25
Posted 15 December 2012 - 10:56 AM
dawdler, on 15 December 2012 - 10:42 AM, said:
It doesn't matter how many attacks you're doing, every 2 seconds is still only every 2 seconds.
#26
Posted 15 December 2012 - 11:00 AM
The Sigils are not there to compensate the 30% damage nerf, it was just implemented at the same time to avoid at least some of the whine and rage that would follow the damage nerf.
#27
Posted 15 December 2012 - 11:18 AM
Desert Rose, on 15 December 2012 - 11:00 AM, said:
The Sigils are not there to compensate the 30% damage nerf, it was just implemented at the same time to avoid at least some of the whine and rage that would follow the damage nerf.
thank god there are sane people here still.
#28
Posted 15 December 2012 - 11:33 AM
GuanglaiKangyi, on 15 December 2012 - 09:11 AM, said:
Two best on-crit sigils - fire and air have both 5s internal cooldowns. Too lazy to search but I suspect other sigils have those cooldowns as well. So while you'll pop sigil every 5s nearly always you only have 2 meaningful grenade damage skills left - #2 and #4. Damage from such sigils is iirc bout 1k so considering you do about 450 less on each #1 toss you will lose damage this way anyways. Of course you are also forced into using air/fire sigils or you will get behind even more.
Desert Rose, on 15 December 2012 - 11:00 AM, said:
The Sigils are not there to compensate the 30% damage nerf, it was just implemented at the same time to avoid at least some of the whine and rage that would follow the damage nerf.
#29
Posted 15 December 2012 - 11:33 AM
Desert Rose, on 15 December 2012 - 11:00 AM, said:
The Sigils are not there to compensate the 30% damage nerf, it was just implemented at the same time to avoid at least some of the whine and rage that would follow the damage nerf.
Cures, on 15 December 2012 - 11:18 AM, said:
The problem is, the other kits are still horrible...
Simply put, what do I do now with my berserker set? Sure I've got rampager/rabid set and I've got soldier set too, but do I just throw my berserker set in the bank, all 12 pieces of them + rifle? Which means I'd need to purchase another bank tab lol... (Hey, maybe this is what ANet is trying to do!) I'm giving flamethrower another try tomorrow, but not optimistic at all, and I think it's very likely that bank is the only destination these 40 gold worth of exotics have...
#30
Posted 15 December 2012 - 12:24 PM
Edited by FoxBat, 15 December 2012 - 12:24 PM.
Also tagged with one or more of these keywords: grenades, nerf
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