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Condition Damage and Objects:
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Yes! Thank you for pointing this out. At least for the objects that are semi-living like the undead fish things or hands that pop up out of the ground and grab your little toes >.<
Yes! Thank you for pointing this out. At least for the objects that are semi-living like the undead fish things or hands that pop up out of the ground and grab your little toes >.<
For all objects.
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Objects can now be affected by conditions.
Corrosion = Poison, it does the same thing as poison, but has a different picture.
Burning = Overheat, does the same thing as fire, just has a different picture.
Bleeding = Rust, it does the same thing as bleeding, has a different picture.
As much as those would help, I’m not sure its a suitable fix. I still feel like power builds would out damage us even against structures. ArenaNet said they were working on condition dmg versus structures awhile back so hard to tell what is being done at this moment. Hopefully the fix comes soon however, along with various other cond dmg fixes >.>
break. I feel like they should be back by now..”
Power builds can’t crit on structures so we’re gimped too.
Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).
edit, iam in the suggestion forum
Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).
Yeah, but that is far and away less important than the glaring issue that condition specced players do next to no damage to objects…
Do people even build precision without power/condition damage? Seems counterintuitive…
and world bosses (like dragons) are like objects immune to condition but not immune to crit if i remember correctly.
Join the Rainbow Pride
Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).
precisions is equally important for power and condition builds, since all classes have traits that give a chance to proc an extra condition stack on crits. And well even 300+ crit damage is useless if you dont stack a sizeable amount of power as there would be next to no base damage to multiply in the first place then. For the rest except confusion those are supplements to BOTH power and condition builds, so shouldnt really be a factor on structures at all imo. Confusion should probably work kinda like what bleed will do to structures i say
Personally, I never understood how Burning couldn’t affect objects.
Do you even lift, bro?
Conditions should affect objects. You should be able to crit objects. Objects should be rebalanced with those in mind.
Personally, I never understood how Burning couldn’t affect objects.
well depend on the objects, metal and stone it should realistically not do much, but wood yeah it should.
HOWEVER going bu that line of thought you shouldn’t be able to burn or bleed earth elementals either yet that is possible. And can you really confuse an undead creature? i mean do they have a real brain to confuse?
Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).
Im not sure if it is viable to go into the balance of stats and professions. This data isn’t really released and it is hard to say what is really the best combination. I would say there are builds known at the moment that are the most powerful, yet builds still undiscovered that can be equally as powerful. It is all about what kind of kittentail your trying to prep.
Im just trying to make the point that it should be all or nothing, there isn’t a reason why power/prec and condi/prec based characters should get benefits, while me sitting here specced for bunker, using attrition to win fights, with low prec, power, and condi but higher healing power, I lose out on even more because Im support. I guess it would have been better to put it like this.
Damage>Control>Support=0 still
Im just trying to make the point that it should be all or nothing, there isn’t a reason why power/prec and condi/prec based characters should get benefits, while me sitting here specced for bunker, using attrition to win fights, with low prec, power, and condi but higher healing power, I lose out on even more because Im support. I guess it would have been better to put it like this.
Damage>Control>Support=0 still
if you dont sport any power or condition damage at all you are a dead-weight already for your group, everyone is supposed to do all of the 3 “roles” (damage/control/support) so if you dont avhe any offensive stats at all you are doing it wrong
I would like to bring my own idea here about condition damage vs objects. I have had this idea about making one single new condition working against objects to which you convert all existing conditions like bleeds and burns and so on.
Lets call this new condition as Entropy, give it damage of burning and by making it different condition than burning you can easily modify it if necessary without touching the actual burning damage.