ArenaNet talk:Skill feedback/Miscellaneous/Critical hits

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moved from ArenaNet talk:Skill feedback/Miscellaneous/Critical hits
  • NO, sins suck sooooooooooo much, now u wanna make em even worse? Annoying And Deadly 18:13, 25 August 2008 (UTC)
Tell Anet to find a substitute for the profession that causes the most balancing issues while being pure fanservice. --The preceding unsigned comment was added by User:72.71.208.3 (talk).
It's a couple years too late for that. -- Gordon Ecker 03:01, 27 August 2008 (UTC)

daggers+crit=swords without crit, unbalanced buff dagers, nerf crit hits Annoying And Deadly 01:09, 1 September 2008 (UTC)

Agreed. Daggers shouldn't do less base damage than a wand. --The preceding unsigned comment was added by User:72.71.215.11 (talk).
As long as this is accompanied by an increase in dagger base damage and a rebalancing of assassin attack skills to retain or very, very slightly increase dagger attack damage, this would be an amazing idea. --Kalas Silvern 06:13, 6 September 2008 (UTC)
who cares about daggers...or assassins?--Simpson man 08:06, 30 September 2008 (UTC)
People who paid for both of Factions' non-core professions and expect both of them to be viable. -- Gordon Ecker 08:22, 30 September 2008 (UTC)
I had a better idea than a flat damage increase, and it would fix scythes too. Give different weapons different coefficients for the critical hit modifier. For instance, scythes could have a low one (1.1 or 1.2 perhaps), daggers could be higher (or better yet, scale with crit strikes). This would help to alleviate the severe imbalances in weapon types, and might allow some weapons to become useful again (Swords, daggers, perhaps bows for some burst/spiky damage- though not r-spike style, since it wouldn't be controllable... Maybe even different between bow types, like longbow being higher and less accurate, recurve being more accurate and with a lower coefficient). --Kalas Silvern 04:48, 2 October 2008 (UTC)
Excellent idea, but not sure if Anet can program it. --The preceding unsigned comment was added by User:96.233.10.146 (talk).
I bet they can program it. Thing I, I don't expect they'd take the time or effort to do it. Especially since they don't seem to put any effort whatsoever into updates other than content like a new hero or something. --Kalas Silvern 07:42, 4 October 2008 (UTC)
Recent update suggest that Anet is stupid or lazy. 25/90 smiter's boon and now 8 second FGJ? --The preceding unsigned comment was added by User:71.174.21.250 (talk).
Told you :P --Kalas Silvern 23:23, 15 October 2008 (UTC)

(Reset indent) Attack speed is what balances scythe damage. Scythes are the slowest weapon after bows. Bows are even slower because the extra range is even more 'expensive'. 91.117.187.8 10:26, 3 November 2008 (UTC)

IAS skills would like a word with that. As would disproportionately higher damage. Take into account purposes- such as interrupts and conditions from bow skills vs. spiking, pressure, and often AOE from scythes. I also forgot the activation time attacks that ignore the wep speed. Scythes are balanced because of slow speed... how? --Kalas Silvern 04:33, 4 November 2008 (UTC)
If you used an IAS buff that tripled your attack speed, swords and axes would still have a ~30% higher attack rate than scythes or hammers. -- Gordon Ecker 06:20, 4 November 2008 (UTC)
However, the fact that Scythes are AoE and can hit up to three targets with each strike mean that if you have three enemies within melee range, the IAS is effectively tripling your attack speed more than with, for example, a sword.Crimmastermind 06:22, 4 November 2008 (UTC)
And scythes would still have double the crit damage of swords and axes. --71.229.253.172 07:36, 4 November 2008 (UTC)
All other things being equal, using a 33% IAS gives you approximately ~50% more attacks than not using it. It doesn't change the damage ratio. IAS only has four effects on the relative power of weapons: it increases the charge rate of adrenal skills, which favours primary and secondary warriors and paragons, it increases energy gain from Critical Strikes, favouring primary assassins using weapons which rely primarily on energy for damage, it speeds up spikes, making them harder to catch, favouring spikey weapons and bulids, and it makes martial professions in general more powerful relative to casters. None of those factors favour scythes over other martial weapons. Critical Strikes increases the relative power of weapons with high maximum damage to minimum damage ratios, such as axes and scythes, and weapons which use energy for their attacks, such as daggers and scythes. -- Gordon Ecker 07:45, 4 November 2008 (UTC)
Hey, I heard that if you hit someone in the back or side while they're moving, you get this thing called an autocrit. I also heard that if you have a 33% IAS and a 25% IMS and you deal so much damage that squishies have to kite, you get those a lot. I also also heard that scythe crits do fucktons of damage. Have you heard these things too? --71.229.253.172 08:19, 4 November 2008 (UTC)
I am not arguing that scythes are or are not overpowered compared to other martial weapons. I'm arguing that, if the attack interval for scythes is ~30% longer than the attack interval for swords and axes withoun an IAS buff, it'll still be ~30% longer with an IAS buff. I'm arguing that, if scythe damage is balanced against other martial weapon damage by a longer attack inteval without IAS buffs, it'll still be balanced with IAS buffs, and that, if a longer attack interval is insufficient to balance scythe damage against other martial weapon damage with IAS buffs, it will still be insufficient without IAS buffs. -- Gordon Ecker 07:28, 5 November 2008 (UTC)
My point with the IAS was that the IP said that they were the slowest weapon in the game- with IAS skills, that doesn't mean much, since you can speed them up. The activation time attacks are also rather unhelpful in that sense. I wasn't saying other weps didn't benefit from IAS a lot, I was countering the point that scythes are slow and balanced due to their slow speed. Sorry for the confusion, hope the discussion will be less hostile now (pffft, like that's going to happen on an issue like scythe crits). --Kalas Silvern 07:45, 5 November 2008 (UTC)
Scythes were SUPPOSED to be balanced with low minimum damage and 1.75 second delay. However, they are broken in practice because critical hits only use maximum damage and there are plenty of 1/2 and 1s attack skills to bypass the 1.75 second delay.
That's kind of what I was saying. The slow speed isn't a balancing factor because there are so many ways to increase the swing speed. I didn't address the max damage because I was responding to the IP that had said they were balanced by said low speed. And am I the only one who likes the idea of having different weapons use different crit modifiers? --Kalas Silvern 20:30, 9 November 2008 (UTC)
Yes, it is, I already explained it three times. If scythes had the same attack rate as swords and axes, they'd be more powerful, and if they had the same attack rates as hornbows, they'd be less powerful. The current scythe attack rate may be an insufficient balancing factor, but it still makes scythes far less overpowered than they would be with a faster attack rate. -- Gordon Ecker 01:22, 10 November 2008 (UTC)