A STEP in the right direction for Conditions

A STEP in the right direction for Conditions

in Suggestions

Posted by: Hamartia.3421

Hamartia.3421

Change the stat Condition Duration to Condition Intensity.

30% Condition Intensity causes a condition to do all of its damage over 30% less time— it essentially becomes a 30% damage boost instead of duration.

For conditions like weakness, chill, etc, Condition Intensity continues to increase duration as before.

This would be a step in the right direction for conditions.

A STEP in the right direction for Conditions

in Suggestions

Posted by: Olba.5376

Olba.5376

So a step in the right direction for damage-over-time is to make it not-damage-over-time?

A STEP in the right direction for Conditions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 1:

rofl, god no… this would be a sensefree step into no direction at all.

Condition Duration is fine as is, what is not fine as it is right now are most of the conditions itself, that alot of them can become quickly OP when combined with certain other conditions like fear and the most important thing about why the condition system in GW2 so far is imo total crap are these two points:

1) Conditions aren’t for any gameplay mode balanced, they sadly work everywhere the same, what makes Conditions in PvE mostly fine, also in SPvP are they fine, but could need some slightly tweaks, but in WvW, they are horrible OP, because there you can easily get within seconds ALL conditions at once so fats, so fast can’t you see how you will look at the radishs from the ground!!!

2) Way too much conditions together with retaliation that deal damage over time
Often so fast, so fast can no human being react. We have not lightnign fast reflexes you know…. humans need to have some time to be able to react on somethign if somethign happens very quick, especially annoying, when its laggy and thats especialyl in WvW often the case if see did see so far ever two huge sides collide there in a big battle over a keep or something else ….
The game created so much processes there, that even my 8 core PC with 16 GB RAM slowed down under the massive lag extremely at that kind of moment, wehn everythign around you seems to freeze and theses so much effects on the scrren, that you can’t see a sh**** where conditions play absolutely no role anymore at all, because if u just simply have bad luck there, u get killed in seconds if the damage spike hits you for douzends over douzends of spammed AoE’s and what not all .else…

What GW2 needs is an absolute clear change in the whole condition system, starting first by splittign up all condition effects into:

  • PvE Conditions
  • WvW Conditions
  • SPvP Conditions

as these are mainly the 3 main gameplay modes of GW2.
Where Conditions in PvE are all about dealing damage in the first line as alternative to a crit hit/damage build, in SpvP and WvW especially there shouldn’t be conditions all about damage, there their role should be best better more about Control and Support, instead of damage, because most of the damage from conditions gets sucked up anyway in a Zerg by the Condition Stack Limit.
So playing Condition Damage in WvW ist mostly senseless, if you run around alot with mayn other players with those you can easily get high stacks of conditions against enemy players together, so why put in there condition intensitiy and totally ruin with it WvW more???

What Anet should also do to balance the game more is finally to make out of CLEARLY said so unique conditions for specific classes also in the end real unique conditions for specific classes. Means.
Fear is unique to Necromancers, so Necromancers should be the only class, which can fear enemies, so why the **** do have for example Warriors a skill like “Fear me” to cause fear upon enemies or why can thiefs steal a skull and cause fear with it??
It makes no sense, if you implemente a condition as a uniue specific condition for a specific class, then this one class should also be the only class, that can use that specific condition and not also x other classes too, because then there’s nothing unique anymore about the condition at all!!
The same thing goes for Confusion.

WvW needs its very own set of condition effects, because the circumstances of using conditions are somethign completely different, than in PvE. In pvE youÄll never see a huge horde of intelligent enemies spamming conditions against you very fats.

Confusion on WvW should have an other effect as also too Fear. Knockdowns should be in WvW of very much shorter duration… hell yeah, lets knock down somebody n WvW and mek them 5 seconds invulnerable to everybody, totally defenseless, unable to move, to doge, to do any kitten at all!!
Knock Down is the most kittened OP condition of all in, because with it you get basically free kills, because in the time where your victim can’t do a kitten, its more than enough time for a few players or even alone when being a berserker build with extreme crits to get your enemy with a few hits within those 5 seconds into downed mode and then its just the typical lame kittened F-instant kill ….

Against this crap looks even immobilisation weak, because even while not beign able to move for a few seconds, you can at least use your skills and defend yourself!!!
With knock down, you’re totally helpless for a felt eternity.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

A STEP in the right direction for Conditions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 2:

Poison
In PvE fine, in SPvP the Heal Reduction should be instead of 33% only 25%, therefore the Damage of Poison should get increased ny 20%.
Poison Damage feels nearly non existent, when compared to Bleeding or Burning!!

In WvW
Poison should do no Damage, but instead of 33% Heal Reduction, there it should be 40% and it should slow down Skill Recharge Times by fix 10 seconds or so or any other additional supportive/control effect, that helps more in battle, than just stupid permanently damage, as if there would be nothign else….

Burning
In PvE fine, in SPvP fine, but in WvW, it shouldn’t deal Damage over time, therefore we have Bleeding.
Burnign in WvW should either slowly decrease an enemies stamina or reduce at the time where burning is on, the chance for critical hits and reduce an enemies critical damage bosst by 20% or maybe a hybrid mix of bod, but with lesser effetc on the critical damage reduce…

Fear
In PvE is fine, in SPVP its fine, in WvW its terrible, because it totally makes you unable to control your character, if you are in the sitiation of fightign against multiple enemies, that all fear you in a row, then you are permanently running away like a god darn coward unable to do anything, while watching your enemies pummel you into the ground being totally help-/defenseless..
Fear in WvW should either in regard of how burnign gets changed reduce the chance for critical hits or crit damage, or Fear should be a kind of counter condition against boons, that blocks few tries of receiving boons for an enemy. That way it would be a great support/control condition and not somethign, that can easily make out of WvW battles a total joke!!!

Knock Downs
Shouldn’t make characters unable to do anything for like 5 seconds, when being knocked down and this counts for all gameplay modes this time, then you should just get interrupted and for exampel get your elite skill temporarely locked, or your utility skills, but 5 seconds of being unable to do anythign is just absolutely ridiculous in WvW.

Petrification
Should become finally an official condition under the elementalists earth skills receiving its own official condition symbol that looks similar to all other condition symbols, being one of those red ones.
As its now, petrification looks way to similar to daze, which is just anyother unofficial condition with no red symbol, like all others have one.
Also petrification should receive for all gameplay modes a new effect.

In PvE, being petrificated should set you in stone, making you temporarely invulnerable to damage, but you can’t move for a longer time, than being just immobilized.
In SPvP the duration of Petrification should be shorter, but no physical immunity, all damage onto a petrificated player just gets halfed in that time..

In WvW, Petrification should increase the time of activation of skills by 200%.
Means of a skill would normally take 1 second of activation, it would take 3 seconds when being petrificated and add a chance, that critical hits will interrupt petrified enemies, if they get hit critical, while using a skill.

Confusion.
In PvE and SPvP its fine, again in WvW it needs for balance an other effect, because Confusion is in huge grounds way to OP, if you get a stack of 25 confusion on you, you absoliutely can’t do anythign weithout killing yourself in a few seconds … and if you don’t kill your self, the enemy will surely help you out quickly to bring u into the downed state to finish you up quickly then.

Confusion in WvW should deal no passive damage, it should mix around the skilsl of an enemy and hide for them, which skill is where, so that the enemy will lose just its control temporarely over his/her cooordinated play, when you don’t know if the button you hit will end in the skill, that you wanted to use in the moment.
and instead of a stacking damage, confusion just stacks in duration..

Either this, or Confusion should deactivate friendly fire, so that an enemy can hit also with their AoEs its allies and deals damage that way to them too. That one would i personally find alot nicer, than suggestion 1 above as also the current confusion.
Mesmers can already deal basically all damaging conditions over time and have acces also easily to retaliation, they absolutely don#t need with confusion another DoT condition!! In PvE and SPvP they have easy access already to bleeding, poison and burning. More than ENOUGH theoretically.

But for WvW is having 4 DoT conditions in 1 class with alot players on the map just a total overkill for game balance.

So the right step into the correct direction for GW2 would it simple be to get finally the game’s classes and conditions balanced in the first line and make for all game modes separate effects, that will help anet to balance all modes for themself!!

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

A STEP in the right direction for Conditions

in Suggestions

Posted by: Hamartia.3421

Hamartia.3421

Thanks for what has to be a really elaborate copy and paste

A STEP in the right direction for Conditions

in Suggestions

Posted by: Minos.3450

Minos.3450

Orpheal, your whole post can be summarized as “Pve and sPvP fine but WvW…”. You’re obviously a WvW player and your opinion is very biased about conditions.

Saying PvE and sPvPconditions are fine is lackluster at best. In sPvP, conditions build are among the best ones around, however the issue here isn’t really the conditions themselves but how the various professions can get rid of them, some having next to zero reliable condition removal. I won’t elaborate here more about it, you can check the sPvP forum there’s a ton of threads dealing with conditions issues in PvP.
In PvE, conditions builds will ALWAYS be inferior to DD builds due to the way GW2 caps conditions. Again, there’s a TON of topics on the forum about it and I recommend you to read them. It won’t cause any problem in solo or small group play, but for group event, world bosses or even dungeons you reach way too fast the cap of bleeding so that you start losing potential damages. I’m not even talking about poison or burning : you won’t deal any damage by poison to a world boss because of the duration stacking.

Unfortunately, unless they fix the way the game handle conditions overall, I don’t see any improvements on conditions coming soon so you should try to get used to it.

A STEP in the right direction for Conditions

in Suggestions

Posted by: Hamartia.3421

Hamartia.3421

No more thoughts on this idea?

A STEP in the right direction for Conditions

in Suggestions

Posted by: Hamartia.3421

Hamartia.3421

This would make some classes, like Elementalist, use combo finishers to stack more burning and such—- fun!