Exception on Condition limits on Bosses

Exception on Condition limits on Bosses

in Suggestions

Posted by: Kite.2510

Kite.2510

Current problem:
Condition builds have a huge problem!
You need an enemy with a lot of life that take a decent amount of time to fall, in order to make full use of them. But such enemies are usually champions and legendaries (bosses) that are always zerged by a lot of players, and the condition cap (especially in bleeding) is always at maximun, and you build becomes useless.

The condition cap exist (if i’m not mistaken) to limit the amount of data than is needed to be transfer by the internet connection.

Solution:
The condition cap usually cause problems only when fighting champions and legendaries (aka bosses) where it’s the most common for many players to attack a single enemy, and the conditions are almost always o max. But Champions and legendaries are quite rare in the world, and rarely will appear more than 2 or 3 at the same time in an event.

I suggest, to make an exception on champions and legendary (and some times veterans when they appear on events as single scale-able bosses), and allow them to receive up to 50 stacks of the same condition instead of 25. It will be as if there are 2 enemies instead of one, and given how few these enemies are, the deference on the game’s performance or the connection strain will be insignificant! Also the conditions builds will be effective almost all the time!

…and don’t be toxic!

Exception on Condition limits on Bosses

in Suggestions

Posted by: Deus Ex Invicto.7685

Deus Ex Invicto.7685

This makes a lot of sense to me, condi builds are near useless on world bosses.

Exception on Condition limits on Bosses

in Suggestions

Posted by: Deus Ex Invicto.7685

Deus Ex Invicto.7685

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.

Exception on Condition limits on Bosses

in Suggestions

Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Yep, on aetherblades, when only pirate captain stand – sometimes i didn’t see even a single of my conditions.

80’s: Sylvari Necromancer (Main). Human: Thief, Warrior (PvP Main), Engineer. Charr Guardian

Exception on Condition limits on Bosses

in Suggestions

Posted by: Knote.2904

Knote.2904

Could just make the cap be “per person” instead.

Exception on Condition limits on Bosses

in Suggestions

Posted by: Kite.2510

Kite.2510

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…

…and don’t be toxic!

Exception on Condition limits on Bosses

in Suggestions

Posted by: Zayeban.2806

Zayeban.2806

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)