Exception on Condition limits on Bosses
This makes a lot of sense to me, condi builds are near useless on world bosses.
Actually, thinking on it a bit more, I don’t think that is a viable solution. One person can stack 50 bleeds just as easily as one can stack 25. I think bleed duration on bosses should be reduced, and the damage they do should be increased. so one player can’t stack bleeds, but still does the same damage with only one bleed as they would with 25. More players could then stack several high damage bleeds.
Yep, on aetherblades, when only pirate captain stand – sometimes i didn’t see even a single of my conditions.
Could just make the cap be “per person” instead.
Actually, thinking on it a bit more, I don’t think that is a viable solution. One person can stack 50 bleeds just as easily as one can stack 25. I think bleed duration on bosses should be reduced, and the damage they do should be increased. so one player can’t stack bleeds, but still does the same damage with only one bleed as they would with 25. More players could then stack several high damage bleeds.
With my Engi the max bleeds I could stack by my self was 20 bleeds.
If a Single class can stack more than that, then there is something broken in the game’s balance.
Perhaps A-net should consider increasing the damage while reducing the speed the stacks build on these conditions, along with the above suggestion.
Could just make the cap be “per person” instead.
I don’t think that would fix the “data transfer” problem that caused the limit to exist in the first place…
My solution to the problem:
If Anet has no technical limitations to extend the cap, then they should do so. It would prevent the occurrence of overwriting bleeds of happening in dungeons at least. On top of that they should also add some more bleed procs to melee weapons, or at least extend their duration, or a mixture of both in order to add some dps so that they can keep up with a melee zerg weapons. All this would prevent any kind of dps loss in a dungeon, leaving you a free option to really take any class with you.
If however Anet has technical limitations to extend the cap, than that is fine, don’t extend it. What they should do is revamp the bleed damage and all bleed weapon skills on their current existing model. How? Here is how from a PvE perspective: Reduce the duration of all bleed skills and increase the bleed damage by the same factor, so that the dps will stay the same.
Example: 6 ticks of 100 dmg is 600dmg and is the same as 3 ticks of 200 dmg and is the same as 2 ticks of 300 dmg and is the same as 1 tick of 600 dmg.
As you can see from the example, there is no dps loss in shortening the bleeds and increasing their damage by the same factor. The only difference is that, since they are shorter, there is room for more bleeds, meaning the end of overwriting your party members bleeds and the end of dps loss. This also adds room to add more bleed procs for melee bleed weapons to keep up with zerg melee dmg.
As said before it’s only my own suggestion which would work in PvE but i have no clue if it would work for PvP, because i don’t have Anets damage and balance spreadsheets which run the numbers.
(edited by Zayeban.2806)