A simple buff to Pelinal´s would be a good start. Let Pelinial include spell/weapon critical as well.
Chilly-McFreeze wrote: »Dumbing down the game? No, thank you. SWTOR has tried that and it didn't end too well.
There are other means to buff hybrids, but they won't reach the effectiveness of pure builds without a complete redesign of the game system.
Examples are:
-buffing hybrid sets
-softcaps
-unlink dmg from max resources
-remove CP
DocFrost72 wrote: »Chilly-McFreeze wrote: »Dumbing down the game? No, thank you. SWTOR has tried that and it didn't end too well.
There are other means to buff hybrids, but they won't reach the effectiveness of pure builds without a complete redesign of the game system.
Examples are:
-buffing hybrid sets
-softcaps
-unlink dmg from max resources
-remove CP
Three of your four examples lower everyone's dps, two quite drastically, to help hybrids. I'm not a fan of that.
DocFrost72 wrote: »Chilly-McFreeze wrote: »Dumbing down the game? No, thank you. SWTOR has tried that and it didn't end too well.
There are other means to buff hybrids, but they won't reach the effectiveness of pure builds without a complete redesign of the game system.
Examples are:
-buffing hybrid sets
-softcaps
-unlink dmg from max resources
-remove CP
Three of your four examples lower everyone's dps, two quite drastically, to help hybrids. I'm not a fan of that.
Chilly-McFreeze wrote: »DocFrost72 wrote: »Chilly-McFreeze wrote: »Dumbing down the game? No, thank you. SWTOR has tried that and it didn't end too well.
There are other means to buff hybrids, but they won't reach the effectiveness of pure builds without a complete redesign of the game system.
Examples are:
-buffing hybrid sets
-softcaps
-unlink dmg from max resources
-remove CP
Three of your four examples lower everyone's dps, two quite drastically, to help hybrids. I'm not a fan of that.
I haven't said that it's just like "implement X and everything will be great", of course some further rework would be required. That's why I wrote the "complete redesign of the game system" part.
I didn't even suggested that this should be done in any way. I just pointed out that it would help hybrids, because that is what OP asked for.
Do you have a solution for his question?
A simple buff to Pelinal´s would be a good start. Let Pelinial include spell/weapon critical as well.
DocFrost72 wrote: »Yes, fortunately the OP and I are of the same mind.
I play around with hybrids form time to time for fun. Not to win any DPS races, but one benefit of hybrids are that you have two resource pools and when either one is getting low you can focus on the other.
I find that Hybrids are pretty ok in PvP (even if i don't play PVP much), as two pools can be very useful, and you have a wider variety of skills to choose from. They don't hit as hard, but sometimes skills are more for utility than damage.
Instead of merging crit chance, i would probably prefer if they added some set or skill to convert damage. Converting Magic damage (Magic/Frost/Shock/fire) etc to some (Physical/Bleed/Poison/Disiease). For example. Crystal shards doing physical damage and using the Weapon crit instead of spell crit. Twin Slashes, causing burn damage and critting on spell crit instead.
That would be much more fun and versatile.
Chilly-McFreeze wrote: »DocFrost72 wrote: »Yes, fortunately the OP and I are of the same mind.
Ha! Silly me
I get your step-by-step mentality. Actually I welcome this. But I don't believe that hybrids can be on par or even exceed pure builds dps without massive changes. The thing that will always hold them back is that they have to split their boni.
If it's not crit, it's max resources. Then it would be penetration. After that CP allocation. And all that even ignores the fact that pelinal's + one wpn/spell dmg set won't even get you near the amount of max wpn/spl dmg a pure build can obtain.
Only part I can see as neglectable is regen.
The comedic value of seeing a Redguard Templar in Medium Armor wielding a Greatsword killing somone with Jesus Beam makes up for a lot.
Hybrids in PvP are already plenty viable.
PvE, there's no particular task or role that a hybrid could cover, and there's no reason (other than "fun") to use one. In long fights the lower resource pools are going to be a nightmare to sustain, therefore unifying crit ratings is not going to be enough, on its own. Synergies only restore your higher stat, you need to integrate heavy attacks on both bars.
The problem with hybrids is not the lack of crit rating. Hybrids have lower stat pools, but can stack ridiculously high weapon and spell damage, which is a formula for exceptional single target burst, but lackluster sustained damage.
This is the hybrid meta (atm) and it's not really compatible with dungeons/trials where burst is nice, but sustained damage is better.
IMO.
DocFrost72 wrote: »Concept: as it is right now, we have seperate values for spell critical and weapon critical. What if we just had a "critical" stat that encompassed the chance to critically strike on any attack that fell within the boundaries of crittable damage (so, not monster helms and oblivion damage ie). Currently, that is how the crit modifier is with every case except champion points (which would remain the same so as to give 'pure' dps a numerical advantage).
Thoughts? Good idea? Terrible idea? Please comment and discuss.
DocFrost72 wrote: »The comedic value of seeing a Redguard Templar in Medium Armor wielding a Greatsword killing somone with Jesus Beam makes up for a lot.
Hybrids in PvP are already plenty viable.
PvE, there's no particular task or role that a hybrid could cover, and there's no reason (other than "fun") to use one. In long fights the lower resource pools are going to be a nightmare to sustain, therefore unifying crit ratings is not going to be enough, on its own. Synergies only restore your higher stat, you need to integrate heavy attacks on both bars.
The problem with hybrids is not the lack of crit rating. Hybrids have lower stat pools, but can stack ridiculously high weapon and spell damage, which is a formula for exceptional single target burst, but lackluster sustained damage.
This is the hybrid meta (atm) and it's not really compatible with dungeons/trials where burst is nice, but sustained damage is better.
IMO.
To be fair, the change is aimed at improving hybrid pve dps. After all, I've played hybrid in pvp and they can be effective and fun, if a bit harder. Crit matters a fair deal more in pve compared to pvp.
It's funny how a lot of people say that hybrids need a buff or arent good when 9 out of 10 times they havent tried a TRUE hybrid build out, hybrids infact are really damn strong it's just that the learning curve is so high that people mistake it with being underpowered, not a lot of people can manage both resources at once and still do damage, just practice around and you'll see how strong a hybrid build is.