[PvX] Condition Duration vs. Condition Damage

[PvX] Condition Duration vs. Condition Damage

in Profession Balance

Posted by: lordhelmos.7623

lordhelmos.7623

Problem with condition damage at the core is that they can be dropped all at once on a player and used as front loaded damage instead of damage over time. Burning is the biggest culprit of this.

This leads to tanky builds now being able to have way too much burst than they should. When you compound this with high direct damage (as in some necro chains), it leads to damage avalanches that can just downright kill a non-bunker player.

Condition removal moves at a pace too slow to keep up with condition bombs.

The solution is the redesign conditions as they should be: longer durations, lesser direct damage.

The model for this would be the warlock in Vanilla wow, which had extremely long lasting conditions that would tick for very little but would be deadly over a long period of time.

Guildwars 2 combat is so rushed that conditions are applied very quickly, apply their effects rapidly to ramp damage, and are gone before removal can really mitigate the effect.

What needs to happen is:

1.) Overall condition damage should be decreased and condition duration should be increased.*

2.) Burning should start with low damage and multiply damage on each tick to cause it to start as extremely low damage but become very powerful over time.*

3.) Torment should scale like burning, starting at low damage and multiplying exponentially or decreasing exponentially as a player moves and stands still.*

EXAMPLES:

1.) Bleeding:
Damage per tick halved, duration doubled for all bleed skills.

2.) Burning:
See above

3.) Poison:
Now applies its effect before heals trigger. Heals with built in condition removal (such as mending, thief heal, etc.) will still be affected. Players need to remove poison first to avoid the heal penalty and cannot just use a healskill with a built in removal (mending, hide in shadows, traited mesmer heal) to negate this effect. The current dynamic makes certain classes, like thieves, immune to poison because of hide in shadows.

4.) Chill:
Now affects thief initiative costs, adding +1 initiative cost to each thief skill.

5.) Weakness:
Is fine.

6.) Torment:
See above

7.) Immob: Is fine

8.) Cripple: Increased to 66% movement reduction.

9.) Blind: Is fine

10.) Confusion: Is fine

THE POINT:

Longer condition durations but less damage means removal actually means sometime. Players have reactionary windows to actually mitigate condition damage and condition damage can no longer be frontloaded and used as burst damage to supplement already out of control direct damage burst.

[PvX] Condition Duration vs. Condition Damage

in Profession Balance

Posted by: Tim.6450

Tim.6450

With this idea you just halved condition damage in pve which is already inferior not a good idea.

EverythingOP

[PvX] Condition Duration vs. Condition Damage

in Profession Balance

Posted by: reikken.4961

reikken.4961

4.) Chill:
Now affects thief initiative costs, adding +1 initiative cost to each thief skill.

instead of that, which can lock thief out of skills it had enough initiative to use before being hit by the chill,
now reduces thief’s passive initiative regeneration from 1 per second to 1 per 1.5 (or even 2?) seconds