Conditions should affect inanimate objects
As I see it, you should be able to crit objects too. Any time, money, or effort spent raising a stat should yield it’s benefits in all things.
https://www.youtube.com/watch?v=6q3em9s5I4c
As I see it, you should be able to crit objects too. Any time, money, or effort spent raising a stat should yield it’s benefits in all things.
Agreed. Same principle applies to crit here as it does to condition damage.
Agreed. Really sucks to be a Condi spec in legacy for example and try to down the gate..I might as well dry hump it because it might break faster.
Agreed. Really sucks to be a Condi spec in legacy for example and try to down the gate..I might as well dry hump it because it might break faster.
Sadly this is very true.
It also makes me extremely worried as a guardian & elementalist about what will happen when they finally get around to making primorius the main dragon we fight.
So much of your damage potential as both of those classes relies on your target being on fire.
I really feel lore should have the final say in a lot of these cases. We are playing a RPG after all. Fire elementals should not be able to burn (that they can take fire-based direct damage is a bit of a stretch, already). Robots should not be able to bleed. Etc.
Objects cannot be confused, bled or tormented, but can be burned and chilled and so on.
That being said, currently this is unfair to conditions, but to that I’d merely say that direct damage needs to be taken into account more. Why are projectiles and swords doing full damage to oozes? Should a dagger really hurt an earth element?
So maybe we need a damage type? Direct damage can be piercing, sharp, blunt or elemental (X). And then like mobs currently say “Immune to burning” or “Immune to blind” they could also say “Immune to sharp weapons”.
This would also not really need much explanation to new players, I’d think it makes more sense than what we have right now.
I really feel lore should have the final say in a lot of these cases. We are playing a RPG after all. Fire elementals should not be able to burn (that they can take fire-based direct damage is a bit of a stretch, already). Robots should not be able to bleed. Etc.
Objects cannot be confused, bled or tormented, but can be burned and chilled and so on.
That being said, currently this is unfair to conditions, but to that I’d merely say that direct damage needs to be taken into account more. Why are projectiles and swords doing full damage to oozes? Should a dagger really hurt an earth element?
So maybe we need a damage type? Direct damage can be piercing, sharp, blunt or elemental (X). And then like mobs currently say “Immune to burning” or “Immune to blind” they could also say “Immune to sharp weapons”.
This would also not really need much explanation to new players, I’d think it makes more sense than what we have right now.
While that may make allot of sense it would also make allot of specs completely useless in allot of areas in the game
While that may make allot of sense it would also make allot of specs completely useless in allot of areas in the game
Hrm, nyea. Kinda. Kinda not. Depends.
I don’t think someone plays a fire-only Elementalist to the extreme. Or well, if we do we don’t actually quite deal 100% fire damage. Likewise a condi-specced player usually still deals ~25%-35% direct damage, often higher than 50% with a cleanse or two.
So basically what I think needs to happen is that only singular skills can be affected by this in a bad way. And yes one edge-case I don’t have a solution for right now would be if you got a GS+Sword/WH Ranger or something like that. Either setup would deal slashing damage.
“100% of your condition damage is added to power against objects” would probably help.
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“100% of your condition damage is added to power against objects” would probably help.
Good thought. I would be ok with a solution like this. Same thing with crit damage / chance.
I really feel lore should have the final say in a lot of these cases. We are playing a RPG after all. Fire elementals should not be able to burn (that they can take fire-based direct damage is a bit of a stretch, already). Robots should not be able to bleed. Etc.
Although you’re making an argument in the other direction, I think you make a good argument for allowing inanimate objects to be crit and have conditions on them.
After all, it would take a complex system with (probably) a lot of weird inconsistencies to truly be “realistic.” If robots can bleed (and I recall that they can), then inanimate objects should be able to as well.
Side note: I think mobs who act like inanimate objects in this way are a separate issue; I’ve seen some of these mobs who can have conditions on them (such as the elemental boss at the end of the tutorial) but yet you’ll have some of those same kinds of mobs being immune to critting. So I think the main issue with them is just inconsistency – does someone have info on whether there are weird exceptions floating around with these types of mobs? Could be another topic in itself.
I recall noticing some exceptions myself, but I can’t recall the specifics, so I could just be confused in that regard.
I concur, but coming from GW1, I’m just happy I can inflict conditions on things like stone elementals.
Now, I have a different solution: what if instead of actually applying a condition to an inanimate object, each time you would inflict a condition, you instead deal extra damage equal to the amount of damage the condition would have done.
Though I do think vulnerability should work normally since, on more opponents, that’s all about weakening their armor, the inanimate object they wear to protect themselves.
I love the idea of doors bleeding :P, Burning makes sense on doors and structures, and for certain that doors can be poisoned….Tormenting the door by continously bashing it till it submits and opens, and to confuse a door….perhaps it’ll open when it decides to act……xD
To be honest only burning should work on structures,since it makes the most sense but alas we have robutts and earth elementals that bleed.
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Bleeding gates? Stunned arrow carts? Or tormented cannons?
Yeah, from a lore percpective this makes total sense, also from a game play perspective it makes sense. Bleeding gates would be creepy as heck. However, I do agree that the only condition that should apply to objects would be burning. As far as elemental mobs (i.e fir elementals recieve burning damage, or stone elementals recieving bleed damage) are concerned, it would be kind of neat to have them immune to logical types of conditions. But also have the same be weak against certain types of conditions. (i.e. fire based are weak against water, stone is weak against air, etc.) similar to how they do it in the FF series. But this would require a major overhaul of the all the mobs in general, and how condition damage works. It wouldn’t be an easy fix.
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Inanimate objects might not bleed or become confused, but they can rot, warp and corrode. Just switch names of the dots depending on what is hitting but basically do something similar.
“100% of your condition damage is added to power against objects” would probably help.
That & could make rampager/carrion stats extremely powerful… in a bad way.
I’d be all for this… Once they fix condition damage to not be so unbalanced against players.
I’d be all for this… Once they fix condition damage to not be so unbalanced against players.
Problem solved then. Because it is not.
https://www.youtube.com/watch?v=6q3em9s5I4c
I’d be all for this… Once they fix condition damage to not be so unbalanced against players.
Problem solved then. Because it is not.
So then are you the player that plays the dire gear builds, or do you just never actually fight them?
“100% of your condition damage is added to power against objects” would probably help.
That & could make rampager/carrion stats extremely powerful… in a bad way.
Maybe in wvw but not in pvp. You could always decrease the percentage lower there to compensate.
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