Making conditions viable in Zerg fights

Making conditions viable in Zerg fights

in Profession Balance

Posted by: TyPin.9860

TyPin.9860

This one is just a quick idea. Might be total crap, but I’ll say it anyway.

The problem in zerg fights is, that there is too much condition cleansing going on and your conditions just don’t stick. So I was thinking of a kind of boon or effect, that will effect the condition cleanses: purity (working name^^)

purity
Purity prevents allies from cleansing conditions on you.
Each time an ally cleanses conditions from you, you gain a stack of purity for each cleansed condition (for 10 seconds maybe?).
Ally condition cleanses will remove one stack of purity for each condition they would have cleansed.

Meaning that your own condition cleanses would not be effected. Others however would have to first work the purity stacks down, after they initially removed conditions from you. So if someone removes 2 conditions from you in ones strike, you would get 2 stacks of purity. So if another AoE condition cleanse, cleansing one condition, comes from a source other than yourself, that purity stack would be reduced by one. Leaving you with only one purity.

This would make group condition cleanses still viable. And the more you have the better, but it would make cleansing for groups a bit harder… maybe…

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

Making conditions viable in Zerg fights

in Profession Balance

Posted by: katastrofei.4905

katastrofei.4905

Lol?
That would make condis stronger in small scale fights/ roaming.
No.

Making conditions viable in Zerg fights

in Profession Balance

Posted by: Swim.6830

Swim.6830

And I introduce “Limiter” – when a condition is cleansed, it cannot be reapplied for x seconds.

Meaning when I cleanse one condibomb, you cannot simply reapply it right after. I am getting tired of cleansing 3 condibombs after another just because the class I play happens to be boon-based. The 3rd one usually kills me because I can only cleanse about 12 conditions in 15 seconds in total – go figure, while they can be re-applied much faster.

Now think carefully OP, what you are asking again…

Zwim Elementalist
Consigliere
The Dragoon Brotherhood

Making conditions viable in Zerg fights

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Posted by: scerevisiae.1972

scerevisiae.1972

  • lemongrass/melandru should probably be nerfed slightly, 40% is a lot
  • group condi cleansing/conversion utilities should prob have their CDs upped a bit
  • warrs have too much condi clearing now – cleansing ire/dogged march are too strong
downed state is bad for PVP

Making conditions viable in Zerg fights

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Posted by: BlackDevil.9268

BlackDevil.9268

Just remove cleansing skills and anything that can prevent you from dieing against some braindead tank that facerolls his keyboard. Problem solved…. right?

Making conditions viable in Zerg fights

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Posted by: Carighan.6758

Carighan.6758

Honestly, it won’t truly be possible to combine both sides of the argument here. ANet has to decide whether they value the WvW design or the tPvP design more, and balance for it.

In zerg fights and PvE, conditions are laughable. In smallest-scale encounters, they’re too strong.

Without extensive combat-system reworks, can’t ever have both work right.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Making conditions viable in Zerg fights

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Posted by: Dee Jay.2460

Dee Jay.2460

Once you add Guardians and (to a lesser extent) Warriors + Warhorns into the mix the whole condition issue becomes problematic.

But considering how OP conditions are on a smaller scale I think it’s better to address the root cause (in this case too much group cleansing), rather than introducing arbitrary new mechanics that just cause more problems.

And frankly I think it would do the game a lot of good to see some of the group cleansing go. Guardians especially have dominated all aspects of the game for far too long partially because of this. I’m all for anything that promotes a little class diversity in blobs instead of guild zergs stacking 50% Guardians. And a nerf to cleanses would probably go a long way.

Making conditions viable in Zerg fights

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Posted by: T raw.4658

T raw.4658

I’m actually fine w/ the way Condi’s are in ZvZ fights tbh.

If a group of players are coordinating their cleanses to deal w/ condi bombs than guess what

They aren’t a zerg….they’re a guild group.

Zergs melt under condi pressure due to zero to very little organization. You could make the argument that power is horrible in ZvZ due to the shear amount of AoE healing.

It’s getting old reading people defend/justify the skilless gameplay that is condi in this game

Making conditions viable in Zerg fights

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Posted by: coglin.1867

coglin.1867

They aren’t a zerg….they’re a guild group.

Zergs melt under condi pressure due to zero to very little organization. You could make the argument that power is horrible in ZvZ due to the shear amount of AoE healing.

It’s getting old reading people defend/justify the skilless gameplay that is condi in this game

First, what server are you on? My server has “zerg” coordination regardless. We have 80%-90% Team Speak participation at any given time.

Secondly, Define skill less game play, and how conditions are skill less? I often scratch my head trying to figure out what path of logic folks are using to suggest that hitting a button to launch an attack, landing the attack, then damage applies……….is any different between condition damage and direct damage.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Making conditions viable in Zerg fights

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Posted by: Aeolus.3615

Aeolus.3615

Players need to notice wich players are easy to target with conditions, funny how gw2 players expect to kill everything with random spam or want everything instagibed…

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

Making conditions viable in Zerg fights

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

It should be obvious that the response to condition cleanses is more conditions.

If I am zerging with my condi necro build, there are always two things that I notice going on:

#1: My conditions only last for so long before being cleansed.
#2: No one else is running a staff necromancer.

Any one player’s conditions will be cleansed away, but if you throw down enough pressure on a group they’ll cave.

I don’t have opinions. I only have facts I can’t adequately prove.