retaliation and wvw

#1 - Jan. 7, 2014, 8:20 p.m.
Blizzard Post

who else thinks that retaliation in big zerg fights is overpowered? i press 2 buttons and die in 3 secconds without getting hit by anything but retaliation. i believe a damage cap per X time could be a good solution here. if your wondering, im running a PVT staff ele with about 18k hp. toughness wont help me against retaliation, so what else does? note that not hitting the zerg is not an option.

#67 - Feb. 19, 2014, 4:39 p.m.
Blizzard Post

Hey all,

Just curious, with the recent change we made to Retaliation in WvW, could you guys hop into WvW and pay close attention to the numbers now? I’m wondering if the change is enough, or if it’s something we should balance further.

Thanks for the feedback!

#75 - Feb. 19, 2014, 7:11 p.m.
Blizzard Post

Well, let’s try out the change in WvW for a little while instead of theory crafting. It shouldn’t be as bad now. We can revisit this after a few weeks of playing if it’s still an issue.

Thanks for the feedback all!

#89 - Feb. 20, 2014, 1:20 p.m.
Blizzard Post

Hi Allie,

The patch did not change retaliation in WvW, it only fixed a bug in EotM. The -33% retaliation has been present in WvW for many months and I expect that nearly everyone in this thread is talking about retaliation in that context.

The main issue is that damage from retaliation is excessive for small/fast attacks which some classes are more susceptible to than others. For example, engineers with both flamethrower (4 attacks/second) and grenades (3 attacks/second). On most classes it’s mostly a few specific skills that are well balanced overall but problematic with retaliation (e.g. guardian whirling wrath).

There are many possible solutions:

  1. Set an ICD, either:
    1. On the person with retaliation (e.g. will only do damage on 1 attacker every 0.5s).
    2. On the attacker (e.g. you don’t get retaliation damage again from anyone else for 0.5s)
    3. On the attacker+defender combo (e.g. 1 attacker can only get retal damage every 0.5s for every person he hits)
  2. Set a damage cap:
    1. Percentage of Damage (e.g 20% of attack maximum so 500 attack would hit for 100 retal – stronger impact on glasscannons)
    2. Percentage of HP (e.g. 5% HP/s max – weaker impact on glasscannons)
    3. Fixed Maximum (e.g. 1K HP/s max – stronger impact on glasscannons)
  3. Individually rebalance specific skills (e.g. flamethrower doing 4 attacks hitting 5 enemies instead of 10 attacks hitting 3 enemies).

My personal preference is for a 0.5s ICD on the person with retaliation. I believe this has the smallest impact in small-scale and the best possible impact in large-scale.

My bad! This is great feedback. I’ll pass it on to the team!