(edited by Titan.3472)
DEV=>New Vitality VS Conditions Damages
Perhaps condition damage is already balanced damage wise with the idea that there is no counter stat for it. Also, there is a counter for condition damage, it is condition removal that in of itself makes it more balanced.
Yes but you should either be able to choose to mitigate them with vitality as counter stat or cleanse them depending on the build in my opinion, that would add more build possibilities. This is also not nerfing condition damages but balancing them in a cleaver way.
(edited by Titan.3472)
Yes but you should either be able to choose to mitigate them or cleanse them depending on the build in my opinion.
But other players can also cleanse the conditions off of you. So if you choose to have -1 damage/sec per 20 vit, will that also make it so that no condition removal will work on you? Seems like a complicated mess and a way to make things even more unbalanced. The way it is now just fine, its not broken, people just need to learn to play better through a better team composition with skills in the team to get rid of condition damage for the team.
It would not change anything about the cleanse it will just add a counter stats to mitigate the condition damages per seconds with vitality. It would allow you to mitigate the conditions damages and sustain it longer before cleansing it or not depending on situation. That would also go in the balance way to make more different builds viable in this metagame.
(edited by Titan.3472)
That would make it a major nerf to condition damage, which isn’t overpowered anyways, because it already has a counter, and it would make condition builds even less “viable” in PvE then they are already are. Your idea just wouldn’t work without it being a major nerf to condition builds and pretty much make them near useless.
If that happens, then they have to remove all condition removal skills to balance it. Condition damage is already inferior to physical damage. why ?
- Condition damage is a damage over time(dot), it doesn’t deal its full damage instantly like physical damage attack. That means it’s impossible to do burst or insta kills with it. This is why condition builds aren’t preferred in pve dungeon run parties.
- Conditions are removable, so you can remove them with only getting 1 tick of damage from them which means up to ~%95 damage reduction. You can’t remove %90+ of physical attack damages continuosly like this example. This is already an op defense against condition damages.
- Condition durations can be shortened by using -duration items/buffs which means permanent condition damage reduction(via reduction of duration) up to 65%.
I won’t even add pve-only related condition problems to my list. (like 25 stack limit on mobs)
Like these flaws of condition damage aren’t enough, you want extra nerfs to conditions. If they want to do this in someway then they have to completely remove dot damage from this game because nobody will use it after this kind of change.
(edited by Umut.5471)
- Condition durations can be shortened by using -duration items/buffs which means permanent condition damage reduction(via reduction of duration) up to %100.
Runes : -25%
Food: -40%
What am I missing?
[SPQR]
- Condition durations can be shortened by using -duration items/buffs which means permanent condition damage reduction(via reduction of duration) up to %100.
Runes : -25%
Food: -40%
What am I missing?
Sorry you are right it’s 65% confused with another attribute. Edited.
May be 20 vitality = -1% on received damages from conditions damages powers would fit better then than a raw -1 damage/sec.