A reasonable point.
Well, from what I understand.
It takes a lot to process each condition damage and duration when stacked up. When there’s 25 stacks of bleed ticking, that’s 25 different bleeds doing their own damage with their own duration. Now, imagine if there was no limit and if a zerg dropped a couple hundred stacks of bleeding. I can see it being justified in open world, but in a dungeon instance with only 5 players it’s a bit unnecessary.
Of course, it’s a lazy way to fix the problem. It effectively discourages people from using condition builds in PvE. There’s plenty of workarounds that have been thought up and ignored.
Wouldn’t it be best to fix these issues limiting build diversity rather than swinging the nerf hammer around?
(edited by Shanks.2907)
Many games before GW2 have handled it somehow. Differentiating yourself by being worse from a technical standpoint is not productive.
(edited by In It To Win It.2315)