Quick condition query (anet response?)
or remove the stack limit for pve.
Part of the ways they are balanced against ignoring Protection, weakness, and armor is because they don’t benefit from any multipliers either.
In PvE they need to work off multipliers, and it wouldn’t be off your condition damage stat it would be off the damage they are actually dealing. In other game modes this could be realy problematic to introduce, but in PvE it’d just be a matter of making conditions able to keep up with power.
Part of the ways they are balanced against ignoring Protection, weakness, and armor is because they don’t benefit from any multipliers either.
Hence why I said PvE balancing. In good parties it’s not unreasonable for the group to be doing around 60,000 damage per second – but when I’ve been playing with it, my condition warrior with basically maxed out might, maxed out bleeds, burning, 5 torment + autoattacks is dealing around 6,500 damage per second. This is with nobody else applying their own conditions, just me. Go in to a group and that drops even lower. Direct damage players can deal between 10,000 and 14,000 damage per second consistently (each) and it goes even higher in bursty fights since you just unload your burst and the fight ends, making your DPS for that fight higher than your spreadsheet damage since you’re not just doing a sustained rotation for a prolonged period of time.
Conversely, what they could do is have more bosses with boons. Up the toughness and lower the vitality a bit, and conditions would be in a better comparative spot than otherwise. This also has the bonus of not requiring any splitting of mechanics for different game modes.
Honestly, I think PvE encounters need to be built more like average player builds, with something like defenses x5 or x10 and offense x3 or x6 (of course, these are random placeholder numbers). This way, you get some high vit low toughness mobs that melt to direct, and some low vit high toughness that melt to conditions. They could also stand to have some more healing done, remove the defiant, and give them stability periodically like you would find in WvW or PvP. For all the talk about not wanting to split skills for different game modes, and having things become unrecognizable, its still pretty jarring to go from PvE dungeons to and pvp format.
Also remove the fact some bosses are immune to critical hits.
ArenaNet needs to take a lesson from Dark Souls, don’t make combat where the rules change for this one boss because lazy design. If a boss is too easy because of reflection or critical hits, then the problem isn’t reflection or critical hits -_-
It’s like watching a bunch of DnD players where the game master is just randomly throws out rules so each encounter is more interesting or longer lasting.
Traits is proof of that:
“Hey guys, we need another trait for Warrior Discipline XIII that is interesting and fun to use.”
- “How about heal 10% of the damage dealt by a burst skill?”
- “How about dodging also grants 10 Adrenaline?”
- “How about burst skills have an extra 300 ferocity?”
NO STUPIDS. The Warrior removes blind when swapping weapons, think of all the non-possiblities. Clearly, swapping weapons is much more important to removing blind than PRESSING THE 1 KEY AND HIT ANYTHING.
PvE and PvP combat has a lot of problems and it’s not just conditions :\
(edited by Nova Stiker.8396)
@OP:
It is actually this: Condis are OP in PvP but are UP in PvE