Cleansing on Bleeds, Poisons, and Burning.

Cleansing on Bleeds, Poisons, and Burning.

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Posted by: MatyrGustav.6210

MatyrGustav.6210

I play Condition Necromancer at the moment, and its pretty unfair to work up a high amount of bleed stacks on someone just to have it cleansed in one move. Its like if your sick (1 stack) you take medicine (Cleanse) to cure the condition. So if your severely sick (multiple Stacks) you naturally need to take more Medicine to fight it off, but in this game no matter the number of stacks its still removed completely in one cleanse.

If you compare instadamage with condition damage you will see a few things. lets say an opponent has a good amount of bleeding on them, not only does the bleeding take longer to kill, but he/she can totally avoid it with a cleanse which prevented all damage, and they still have a healing skill at their disposal. For instadamage, not only is it quicker, and cant be cleansed, your opponent cant easily heal through the damage.

To balance this out i think a cleanse skill should have a cap on how many stacks it can remove per use. The Cleansing skills that can be used more frequently should remove less stacks than the cleansing skills that cant be used as frequently.

(edited by MatyrGustav.6210)

Cleansing on Bleeds, Poisons, and Burning.

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Posted by: MatyrGustav.6210

MatyrGustav.6210

Maybe just make Burn, Poison, and Bleeding damage Uncleansable since its certain classes normal damage output. So the defense against this means you would have to stack vitality and heal through it.

Lol. Maybe that part was a bit exaggerated, and was my “or” quick thinking response. I would prefer the first option. In truth something needs to be done about the balance of condition damage builds.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Maybe just make Burn, Poison, and Bleeding damage Uncleansable since its certain classes normal damage output. So the defense against this means you would have to stack vitality and heal through it.

I really hope you are joking. That would be the most insanely broken change in the history of this game. All 3 of these can be fight deciders as they are and yet you want them so that they can’t be removed O.o

Poison is already a nightmare for regen based builds (HS warriors, Engineers, ele) and yet you want to make it so they cant be removed O.o

Also, what about 2 certain heals one which a Necromancer has access to, should they still be allowed to remove these conditions? Let me guess it would be a yes for Consume Conditions but a no for Ether Renewal…

Lol. Maybe that part was a bit exaggerated, and was my “or” quick thinking response. I would prefer the first option. In truth something needs to be done about the balance of condition damage builds.

Simply put – No this should NEVER happen. Imagine a condition Warrior that can stack insane bleeds and no be able to remove them. Funnily enough, you mention that you are a Necromancer and just so happen to have easy access to all 3 of these conditions and yet you want it so they can’t be removed….

To me, this just seems you are crying because your condition build has been countered by someone or you got beat and want easy mode made that little bit more easy.

(edited by ArmageddonAsh.6430)

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Posted by: MatyrGustav.6210

MatyrGustav.6210

Maybe just make Burn, Poison, and Bleeding damage Uncleansable since its certain classes normal damage output. So the defense against this means you would have to stack vitality and heal through it.

I really hope you are joking. That would be the most insanely broken change in the history of this game. All 3 of these can be fight deciders as they are and yet you want them so that they can’t be removed O.o

Poison is already a nightmare for regen based builds (HS warriors, Engineers, ele) and yet you want to make it so they cant be removed O.o

Also, what about 2 certain heals one which a Necromancer has access to, should they still be allowed to remove these conditions? Let me guess it would be a yes for Consume Conditions but a no for Ether Renewal…

Lol. Maybe that part was a bit exaggerated, and was my “or” quick thinking response. I would prefer the first option. In truth something needs to be done about the balance of condition damage builds.

Simply put – No this should NEVER happen. Imagine a condition Warrior that can stack insane bleeds and no be able to remove them. Funnily enough, you mention that you are a Necromancer and just so happen to have easy access to all 3 of these conditions and yet you want it so they can’t be removed….

To me, this just seems you are crying because your condition build has been countered by someone or you got beat and want easy mode made that little bit more easy.

Ive already clarified that last part lol. Didnt put much thought into it. Ill just go ahead and remove the last part.

For the poisons tho, I meant damage so the -33 heal would be cleansed instantly.

Not crying, just asking for a balance change lol.

(edited by MatyrGustav.6210)

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

In that case, why add poison to the list at all, i mean the damage is SO low that it isn’t used for the damage. The ONLY reason it gets used is for the reduction in healing.

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Posted by: MatyrGustav.6210

MatyrGustav.6210

In that case, why add poison to the list at all, i mean the damage is SO low that it isn’t used for the damage. The ONLY reason it gets used is for the reduction in healing.

If your a condition build poisons are awesome. Of course not for main damage, but just for something extra.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

If your a condition build poisons are awesome. Of course not for main damage, but just for something extra.

I am a Condi Ele, i take it for the Healing Reduction and nothing more. The damage is nothing When i am getting 1k Bleeding Ticks, Confusion, Burning, Cripple, Chill just to name but some.

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Posted by: Ozzy Toxin.3074

Ozzy Toxin.3074

or we can just get rid of all passive healing that has no input from the user and cant be interrupted…. that’s how you balance a game -.-

regen is fine you gain that by using skills

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Posted by: MatyrGustav.6210

MatyrGustav.6210

If your a condition build poisons are awesome. Of course not for main damage, but just for something extra.

I am a Condi Ele, i take it for the Healing Reduction and nothing more. The damage is nothing When i am getting 1k Bleeding Ticks, Confusion, Burning, Cripple, Chill just to name but some.

I agree. As a Thief I would like to stack poisons on top of bleeds for increased damage with death blossom and spider venom, But I guess everyone plays differently .

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Posted by: babazhook.6805

babazhook.6805

A Ranger can get some decent damage out of poisons if they take poison mastery. It on its own can neutralize a Warriors passive heal regen using the signet.

Indeed this the way I look at poison on my own condition builds. It is not intended to do a lot of damage like the bleeds. It simply neutralizes regens/passive heals and the like.

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Posted by: Bhawb.7408

Bhawb.7408

Necromancer conditions are problematic because every build relies so heavily on defensive conditions to operate, which can often be cleansed far too easily because they are high duration on long CDs, instead of low duration low CDs, and also because Necromancer damaging conditions are either the easiest to counter in the game (fear gets countered by stability and stunbreaks in addition to normal cleansing) or because they are fully focused on very slow to build up bleed stacks that don’t even max out as well as other builds.

But then again the entire condition system in the game is a bit weird. However, if you want the easiest way for Necromancers to be better with conditions is to make our applications slightly more readable (staff marks largely), revert the nerfs that dhuumfire brought to our profession, and then change some bleeds over to torment.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

You can make Power builds that don’t need conditions, except maybe Vul and Chill. Except that you still get Condition necromancers that styill can throw out conditions like their is no tomorrow. This sort of thing should NOT be increased, it needs to be reduced.

No Power build should be able to still spam conditions. I mean the amount of Power necromancers that i see using Signet of Spite, not for the power but for the Conditions, especially when they use it right from the start of the fight.

Necromancer Condition builds are fine, they don’t need to be fixed/buffed they are strong enough as they are.

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Posted by: Bhawb.7408

Bhawb.7408

Except Necromancers need conditions or we’re worthless, and condi necro isn’t at all that strong right now except in soloQ. Conditions are the majority of our offense and defense, even in a power build you need conditions or you might as well play any other power build (notice how power builds are never played in organized settings, and necro in general is bad in PvE).

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Except Necromancers need conditions or we’re worthless, and condi necro isn’t at all that strong right now except in soloQ. Conditions are the majority of our offense and defense, even in a power build you need conditions or you might as well play any other power build (notice how power builds are never played in organized settings, and necro in general is bad in PvE).

Power necro can do just fine, They can get some very nice Vul stacks out through traits and Axe and the chill from Focus (iirc) is very useful as well. Necromancer DON’T need to spam conditions.

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Posted by: Bhawb.7408

Bhawb.7408

Power necro can do just fine, They can get some very nice Vul stacks out through traits and Axe and the chill from Focus (iirc) is very useful as well. Necromancer DON’T need to spam conditions.

And the last time power Necro was seen as high tier in coordinated play was September 2012, in large part because Necromancers are so heavily focused around conditions which either don’t do well (tPvP) or don’t really add much (PvE). You’re too easy to deal with because you rely on conditions for everything that other people do better with much more difficult to counter mechanics.

Every viable (meaning it isn’t doing something dumb like only running staff) power build has at least fear, bleed, chill, immobilize, vulnerability, and cripple. Weakness and to a slightly lesser degree poison are also pretty common to see.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So you base of the whole value of a class on S/TPvP? what about WvW? I have run my Power Necro build in dungeons, factuals and in WvW and done perfectly fine. This assumption that you need conditions other than a select few (Vul, Chill) is rather strange. Sure it is MUCH harder than just spamming easy to apply conditions on people and watch as they die but not everyone wants that.

My build was a Axe, Focus, Dagger and Warhorn build. Concentrating on DS with Reapers Might, Unyelding Blast and Deathly Precision being key traits i would take.

I have encountered MANY Power based builds in WvW that don’t rely on the typical spamming of conditions that Necromancer (among others) is well known for. They are viable, sure they are more work but not everyone wants condition easy mode.

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Posted by: Bhawb.7408

Bhawb.7408

PvE power necro is the least useful build to have on your team. Everyone else will bring something more to an organized group. WvW is a similar issue, you bring nothing unique that someone else couldn’t do much better.

Just because you have some success on something doesn’t make it good, it just means you have some anecdotal success. I can make MM work in every game mode, its still not a top tier build at all except against mid-tier players in soloQ.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

It’s PvE….It’s not hard. The dungeons mostly just use cheap pathetic fake challenge mechanics like normal mobs doing 40k+ damage in a single hit (heap, very cheap!) the ONLY area where your build might matter is High level factuals. Nothing else.

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Posted by: Andele.1306

Andele.1306

It’s PvE….It’s not hard. The dungeons mostly just use cheap pathetic fake challenge mechanics like normal mobs doing 40k+ damage in a single hit (heap, very cheap!) the ONLY area where your build might matter is High level factuals. Nothing else.

Fractals ARE the pve content balance scale.
Also WvWvW is even less important than dungeons in terms of balance decisions, one could remove it from the game and no functional content would be lost for any real gamer.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Fractals ARE the pve content balance scale.
Also WvWvW is even less important than dungeons in terms of balance decisions, one could remove it from the game and no functional content would be lost for any real gamer.

I would say Dungeons are at the bottom. Until they actually make them a challenge without the need for fake and bad design and development choices the dungeons will NEVER actually be a challenge.

The ONLY reason they are a “challenge” now is because of the cheap mechanics that are used to make it actually seem tough. These mechanics are made to do ONE thing – kill you, cheaply. Such as normal boss 1 shotting you when you can’t even see them on the screen, that is just lazy as hell design.

i would actually say WvW IS the end game content, what else is there? You got dungeons with cheap mechanics that are mostly boring as hell and still like to bug out alot. You got terrible world event bosses and then cheap and lazy Living Story content that actually adds very little to the game bar just more farming for stuff that isn’t even needed and mostly just skins.

Then you have Factuals that rather than become a challenge and new as you level up all they do is add new “conditions” that you have to farm to protect yourself against and then have it actually no different than level 1 from my experience just they hit harder. No new tactics, nothing actually new just the same old same old just with upgraded stats.

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Posted by: Andele.1306

Andele.1306

Fractals ARE the pve content balance scale.
Also WvWvW is even less important than dungeons in terms of balance decisions, one could remove it from the game and no functional content would be lost for any real gamer.

I would say Dungeons are at the bottom. Until they actually make them a challenge without the need for fake and bad design and development choices the dungeons will NEVER actually be a challenge.

The ONLY reason they are a “challenge” now is because of the cheap mechanics that are used to make it actually seem tough. These mechanics are made to do ONE thing – kill you, cheaply. Such as normal boss 1 shotting you when you can’t even see them on the screen, that is just lazy as hell design.

i would actually say WvW IS the end game content, what else is there? You got dungeons with cheap mechanics that are mostly boring as hell and still like to bug out alot. You got terrible world event bosses and then cheap and lazy Living Story content that actually adds very little to the game bar just more farming for stuff that isn’t even needed and mostly just skins.

Then you have Factuals that rather than become a challenge and new as you level up all they do is add new “conditions” that you have to farm to protect yourself against and then have it actually no different than level 1 from my experience just they hit harder. No new tactics, nothing actually new just the same old same old just with upgraded stats.

You know, id say that stuff like proper coordination on just mai trin takes more skill than the entire T1 WvWvW matchups together.

Also no, actually agony resistance does nothing against the “new conditions” except for the final one, its more build editing stuff like not letting enemies hit you from behind since then a 20% hp hit takes 80% of your hp or chill/poison/confusion turning into defensive boons, etc.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

The problem with the Big world events are that they bug out a bit too often, to the point you have to wonder if they actually test of any of the content before releasing it. Then most of the fights just aren’t fun.

I can’t remember the last time i was in PvE and was in a fight and thought “wow that was cool” most of it just boring. I mean for the first few fights they can be pretty decent but after a couple of fights it just gets tiresome and just not worth doing (for me anyway)

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Posted by: Immolator.5640

Immolator.5640

Playing against real thinking opponents is obviously much easier than spamming zerker all over the place in PvE and is definitely not what any ‘real gamer’ would do.

Sarcasm aside, any WvW guild not bringing a significant amount of Power Necroes is kidding themselves. Love from Silver League EU. If that has more bearing than T1 NA.

Commander Ezekiel The Paladin
Underworld Battalion [WvW] Leader (retired) – Gandara [EU]
All Is Vain https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/

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Posted by: dancingmonkey.4902

dancingmonkey.4902

PvE power necro is the least useful build to have on your team. Everyone else will bring something more to an organized group. WvW is a similar issue, you bring nothing unique that someone else couldn’t do much better.

I disagree with your opinion, whole heartedly. Such broad statements of this nature that are so for from the truth, are why posters who are not familiar with the necromancer, should not post about them

Just because you have some success on something doesn’t make it good, it just means you have some anecdotal success. I can make MM work in every game mode, its still not a top tier build at all except against mid-tier players in soloQ.

Just because you fail at something that so many others flourish at, doesn’t make it bad either.

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Posted by: Andele.1306

Andele.1306

I disagree with your opinion, whole heartedly. Such broad statements of this nature that are so for from the truth, are why posters who are not familiar with the necromancer, should not post about them

Just because you fail at something that so many others flourish at, doesn’t make it bad either.

Were you talking to yourself with those two things?
Because
a) glass necro next to ranged power rangers (and no i dont not mean THAT build which shall not be named because of its annoying factor) are just a weight a pvp team has to carry in comparison to other glass builds

b) you failing at pvp and ending up with wood 5 nubstomps does not make the current pvp systems technically bad (even tho it fails on many levels).

When life gives you lemon, ask if its from a anime or manga.

(edited by Moderator)

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Posted by: Bhawb.7408

Bhawb.7408

I disagree with your opinion, whole heartedly. Such broad statements of this nature that are so for from the truth, are why posters who are not familiar with the necromancer, should not post about them

I know the profession very well, thank you. It isn’t an opinion that we don’t bring unique utility in PvE and WvW except the very limited things I posted, it is simply a fact. Everything we do someone else can do, while bringing extra utility that we cannot.

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