Condition Wars 2
So wait, now we have conditions being sub-par in PvE, WvW and the tournament? And people want them nerfed? As in, instead of buffed?
Obviously you forgot Doolz, Dooling Server, and Solo Roaming in WvW balance. Core gameplay features, as advertised by GW2 commercials, the hard copy box, the digital edition, the Heroic Edition, and Anet.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
There is only one condition in this game that truly bothers me… Confusion >.<
the description for this condition should read. “Go friken kill your self, nub”.A direct descendant from Empathy – and Spiteful Spirit – in Guildwars 1 – those were strong hexes, against AI. Confusion stacks though, and in a fast paced game like this it is admittedly more dangerous then it’s predecessors. Still, the concept is good to retain.
Immunity timers ….
Can we has them against direct damage as well then?
I don’t feel like you took the time to read my post, I only suggested immunity timers for crowd control effects. For example, after the duration has ended on a form of CC, you then have immunity to that specific CC for a small time frame. I NEVER implied there should be an immunity vs condition damage. Every class has conditions which provide CC, EVERY class, regardless of condi or power build.
In my opinion conditions which deal dps are not as big of a problem as everyone makes them out to be. They have a hard counter, we have the option to remove conditions. The main problem is pubs, pubs don’t work together like an organized team does, people in pubs are selfish and don’t pick up traits to remove conditions for their allies. If more people played for the team and not just themselves, conditions would be less of a problem. Conditions are only OP vs selfish builds focusing solely on dps and when dueling vs builds that have little condi removal. I honestly think if all conditions were toned down, more people would scrap condi clears and aim for more damage with direct damage. This would just ensure you all died in spvp/wvw even faster.
(edited by Grimreaper.5370)
Or that power bunkers would rule supreme.
It’s like watching a documentary on people screwing with an ecosystem to meet their short term goals but not realizing they’d be screwing themselves harder in the long term.
Make an only power “power” build and see how well you fare against condition builds. No precision, no ferocity.
Pretty well actually.
When you play power without prec or ferocity your likely a bunker. Then its on you to make sure you cover your bases.
My d/d ele doesnt have any particular problem with condition builds at all. Neither does my guardian.Especially not bunker condition builds. They have no burst at all, i can easily and constantly outheal their predictable damage.
So you can kill them?
Condition bunkers? Ofcourse not, dont be silly… Its a bunker. Bunkers are builds to endure heavy damage, if a bunker dies to the pressure from another bunker it wasnt really a bunker.
We just stand their slapping eachother untill one of us gets bored and leaves.
In which case the power in your “power” build might aswell be condition. Because condition is more effective as a bunker than a power bunker. Condition bunkers can actually kill people since their damage revolves around one stat, where as power builds revolve around three.
It might be condition, wont make a huge difference. But i couldnt finish anyone off with conditions as it lacked the oompf a power build had. Why wait 6 seconds to do the damage i could burst instantly in a power build.
And i can keep putting out some presure with a power build as i have far more abilities that do power-damage then condition damage. Only Earth atunement has a Bleed on the AA, but scales just fine with Power aswell.
So i dont get as screwed over in my damage when an ability misses. Condition bunkers are not more effective then power bunkers, and conditions do not revolve around just 1 stat. Are people still insisting it does?