Immune to Burn is stupid
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Time is a river.
The door is ajar.
Every skill ( 90% of them at least) has a direct damage and some additional conditions. You can deal damage to all foes directly with skills but you can’t always apply conditions. The immune mechanic works as intended.
TheDaiBish.9735, that’s the dumbest thing I’ve ever heard balance wise. Can you imagine something being immune to bleeds? That would be honestly gamebreaking.
If you hate it now, just imagine how much more you’re going to hate it when (if?) the Primordus expansion hits.
TheDaiBish.9735, that’s the dumbest thing I’ve ever heard balance wise. Can you imagine something being immune to bleeds? That would be honestly gamebreaking.
Why?
Not everyone is going for condition damage and there is extremely few skills that ONLY applies condition and no other source of damage.
Krall Peterson – Warrior
Piken Square
TheDaiBish.9735, that’s the dumbest thing I’ve ever heard balance wise. Can you imagine something being immune to bleeds? That would be honestly gamebreaking.
In it’s current state, yes.
However:
- Implementing easier spec switching while in the world
- Balancing build effectiveness
would make it less of an issue.
Maybe this is the real issue here, and not the immunities.
Time is a river.
The door is ajar.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Except earth elementals can bleed, and ice elementals can be chilled. I’m fine if things are immune to certain conditions, but only if they go all the way.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Except earth elementals can bleed, and ice elementals can be chilled. I’m fine if things are immune to certain conditions, but only if they go all the way.
Yeah, I should have expanded on how odd I find these things as well.
Time is a river.
The door is ajar.
Bleeding works on robots and elementals?
Yeah of course.
Poison works on robots and the undead?
Sure why not.
You can cripple and use traps on flying enemies?
Perfect sense.
Burning destroyers?
Woah there! Now your talking crazy!
Let’s not forget about how you can inflict burning underwater.
Let’s not forget about how you can inflict burning underwater.
Well, if you boil the water, I guess. The difference between a burn and scald is simply what caused the burn, after all.
But yeah, the particle effects.
Time is a river.
The door is ajar.
Bleeding works on robots and elementals?
Yeah of course.
Poison works on robots and the undead?
Sure why not.
You can cripple and use traps on flying enemies?
Perfect sense.
Burning destroyers?
Woah there! Now your talking crazy!
Bleeding in robots could be leaking oil or something like that… but I want to know how it is that burning and bleeding work on the fire elemental in the reactor..
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
I disagree. It makes a unique challenge for destroyers. Much like Dredge provide a unique challenge to thieves.
Part-time Kittenposter
I disagree. It makes a unique challenge for destroyers. Much like Dredge provide a unique challenge to thieves.
New challenge is fine; completely neutering certain builds is not.
If they really want to do this (which would I think would be stupid) more than half the stuff we fight beyond the starting few areas would be immune to bleeding, burning, and poison.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Wish there were more immunities and weaknesses though…like Ghosts and incorporeal elementals (fire and air) should have high resistance to physical attacks.
But in this game, unfortunately there is no such variance of damage type, just direct, condition and falling damage.
Would be kind of cool if the foes that are immune to burn somehow become weak to smoke and chill so like leading them into smoke/chill fields ‘turn off’ all the burning on their attacks and their basic attack would do less damage.
In Gw1 destroyers were always immune to burning but we also had undead immune to bleeding and certain elementals too I believe, so not really sure why they have the double standard here. I for one would love to see more specific immunities on creatures. I think with bleeding being such a universal condition for this game compared to GW1 though, it would have to be pretty limited immunities. Like maybe only elemental based enemies would be immune or something, because not having bleeding in Orr for a condition based build is suicide.
That being said, I play engi too and never have a problem with destroyers being immune to burning. You do realize you have access to many other conditions on engi right?
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Anet should just let use change our traits for free form the hero panel. And let use save character bound trait builds. To load in the game later.
stop running off to farm destroyers in your 100% burn uptime build. It’s pve, you chose you run out there in that build.
I hear you, because my Elementalist is one of my main characters and fire is my main element. But I also disagree.
Having little tweaks like that which make one enemy unique from another is what makes the game interesting. The dredge are immune to blind, which is a pain for both my guardian and my thief, but it makes those encounters unique in their own way.
So I’m not telling you to “suck it up” or anything, but maybe just try to look at it in a different way.
stop running off to farm destroyers in your 100% burn uptime build. It’s pve, you chose you run out there in that build.
This would be reasonable if we had templates like in gw1 or some other form of duel spec
stop running off to farm destroyers in your 100% burn uptime build. It’s pve, you chose you run out there in that build.
Suppose a guardian has invested significant time and money setting up a condition damage PvE build. He enjoys the build, and he takes some measure of pleasure knowing that he’s not running a cookie-cutter greatsword AH build. Then an expansion dealing with Primordus and his destroyer minions is released. This player’s build is now effectively rendered useless for the new content all because of an immunity to burning. And remember the immunity to burning is implemented because of fluff/lore, not because of game balance or or because its an interesting mechanic. And your response to this person is “it’s your fault”?
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Too bad nothing is immune to sword. This is done only to handicap already inferior classes.
I like how this only came into play since destroyers became a farm source due to living story, nobody cared 11 months prior, nobody is going to care next month. It’s just like dredge and blindness as stated above, change your utilities and get over it.
- Explorer Bekk
I vote more immunities as well. Engineers and ele’s are so adaptable because they have so many options to switch on the fly that it shouldn’t even be a consideration for balance. can’t burn it? Put the flame thrower away. Everything else we have does enough damage to kill destroyers as well.
I am a guardian that uses burn heavily and I still like that destroyers have burn resist. Things like that add flavour and make me think of new ways to fight. Just like dredge can’t be blinded.
Josef Vau – human Revenant
Is this the same reason why Dredge cannot be blinded?
Yet, their armor have lamps. For enemies to see them better in the dark?
And they have a sniper (the Grey Terror) apparently. LOL.
And they use a periodically use a gong. To remove yet another of their remaining senses.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
If we start using fantasy logic, ghosts should be immune to physical damage and physical conditions. LFG for AC Story (not accepting warriors /rangers /guardians /thieves /engineers). Casters only please.
See how silly that sounds?
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
Ehh… bad example. lorewise, Ghosts in tyria can be hurt by physical damage.
Ehh… bad example. lorewise, Ghosts in tyria can be hurt by physical damage.
which doesn’t make sense. either youre corporeal or not.
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
Is this the same reason why Dredge cannot be blinded?
Yet, their armor have lamps. For enemies to see them better in the dark?
And they have a sniper (the Grey Terror) apparently. LOL.
And they use a periodically use a gong. To remove yet another of their remaining senses.
Lamps and other items on dredge are references to them being miners (see wiki notes on the dredge canary)
When Dredge ring their gong, it summons other dredge, obviously they are able to track the source of the noise. Also see Echolocation as another possible reasoning behind this.
- Explorer Bekk
I main a condition mesmer, I have learned to accept that fire based critters are immune to burn. Something that would be immune to bleeds would totally ruin my day. i have one skill, chaos storm, that can chill or poison, but there are three or four other effects it could do instead and it randomly selects which one.
Besides you cannot stack burn. As for bleeding, look at it as “essence loss.” The fact that multiple bleeders become redundant after 25 stacks is bad enough. Please don’t give them the idea to make something immune to bleeds. please!
I disagree. It makes a unique challenge for destroyers. Much like Dredge provide a unique challenge to thieves.
To be honest, those dredge are probably the most annoying enemies in the game. And I don’t even play a thief.
But yeah, Destroyers should be immune to burning, just like fire elementals should. If anything, complain about total immunity. That annoys me.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Ehh… bad example. lorewise, Ghosts in tyria can be hurt by physical damage.
which doesn’t make sense. either youre corporeal or not.
In RL we have materials that are more and less cohesive than others. it makes sense if we don’t try to assume universal laws about ghosts. And if we don’t try to impose other fantasy universe laws on tyrian ghosts.
Picture holding a mound of sand together through sheer compression force. Now as someone would hit ypour hand, you lose sand and you would continue to lose it until there is none left. perhaps the damage to the physical form disrupts the ghosts ability to hold it’s form together.
Is this the same reason why Dredge cannot be blinded?
Yet, their armor have lamps. For enemies to see them better in the dark?
And they have a sniper (the Grey Terror) apparently. LOL.
And they use a periodically use a gong. To remove yet another of their remaining senses.
Lol dredge can see. The lamps are for close up detail work. It may be helpful to know what color rock you are digging into?
The gongs are for echolocation they hear (with no visible ears?) or feel the sound bouncing off of you. It also should aggro other dredge. They don’t need to see details on you to hit you with a pickaxe. Sound bouncing off you is different from sound bouncing off a wall, and they swing over there. eh maybe they have an ultrasonic, or subsonic, range and they constantly chatter in, in order to, “see,” distant objects. It would also explain The Grey Terror. A sniper who functions in the dark yet has poor eyesight.
Destroyers have an immunity to burning and I hate it as an engineer.
I can imagine Guardian and Elementalists hate it too. World of Warcraft had resists when it first release, and they got rid of it because it’s established as bad and just annoying.
Yes lore blahrghghahh. Gameplay is more important.
Imagine as a mesmer, something was immune to confusion. You’d be upset too.
I actually wish they added more mechanics where you need to use your brain instead of spamm your skills around.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
which would be fine… if ice elementals and icebrood were immune to chills or earth elems and golems were immune to bleeds… but they arent… which makes dredge, destroyers and hylek very… annoying
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
TheDaiBish.9735, that’s the dumbest thing I’ve ever heard balance wise. Can you imagine something being immune to bleeds? That would be honestly gamebreaking.
Every single time I “poison” a wooden kart to “death” I think to myself… those conditions really need to re-visited.
I would appreciate if condition damage was raised just a little in general, but as a trade-off, only conditions that make actual sense would apply.
Or, to rephrase it, different creatures (and objects) should have a modifier for each condition. As an example, destroyers would be 100% immune to burning, it would to moderate damage on wood, and high damage on Sons of Svanir.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I disagree. It makes a unique challenge for destroyers. Much like Dredge provide a unique challenge to thieves.
New challenge is fine; completely neutering certain builds is not.
I disagree, but only on the condition that all builds have something that counters them, which is currently not the case. If a bleed build has nothing that takes away most of their damage by existing, or a crit build, or a power build, then a burning build shouldn’t have a direct counter either.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
i would love to see this kind of immunities in the game, it would promote different roles in a party and would make alternative roles (other than direct damage) a viable option.
i mean why you implement an elemental magic and not elemental resistance/buff from different elements in the game? water magic should be dangerous to fire elementals, while air magic should buff them etc etc.
same should be with conditions in general and direct damage.
edit: oh and in ascalon catacombs most of the time you fight graveling not ghosts… so
Join the Rainbow Pride
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
Rocks can bleed in GW2 though..
Dredge can’t be blinded, those mfkers.
TheDaiBish.9735, that’s the dumbest thing I’ve ever heard balance wise. Can you imagine something being immune to bleeds? That would be honestly gamebreaking.
No, this game needs MORE bosses/Mobs that are immune to certain conditions, maybe even to direct damage while it has boons like a shield that just absorbs and HEALS the mob/boss while it is up.
Currently the game is purely NO skill, its nuke, nuke and even more nuke. Anet needs to do something with mobs and bosses and doing things like this means that people cant just turn up to a boss press auto attack and go AFK until its dead.
Make it so the player has to be aware, has to react and not just think about damage, damage, damage.
Its time they fixed things like the fact that rock creatures can be inflicted with bleed it makes NO sense as well as making all the elementals immune to things like Burning, Chill and such
Let’s not forget about how you can inflict burning underwater.
And yet I can’t use my Flamethrower underwater 0.o
[TTBH] [HATE], Yak’s Bend(NA)
inconsistencies and annoyances all for something that singles out some classes and specs to just do worse than everyone else is stupid.
Whatever way you look at it, a creature that can live in lava shouldn’t be able to be burnt. Same as a rock shouldn’t bleed, and an Ice Elemental shouldn’t be Chilled.
These sorts of things make players think of different approaches to how they fight enemies.
which would be fine… if ice elementals and icebrood were immune to chills or earth elems and golems were immune to bleeds… but they arent… which makes dredge, destroyers and hylek very… annoying
If it means anything to you, earth elementals are immune to CC which makes sense.
inconsistencies and annoyances all for something that singles out some classes and specs to just do worse than everyone else is stupid.
Lets not forget that no class specs for condition damage and only brings one condition. Since burning doesnt stack damage already, it’s sort of a useless condition anyway.
-We can use Fear on robots without emotion.
-We can use chill on ice elementals.
-We can use bleed on creatures without blood (air elementals, ghosts, etc)
-We can use blind on creatures without eyes (air elementals, jellyfish, etc)
The list goes on.
So either, fix the way conditions work on enemies or remove immunities altogether.
~Sincerely, Scissors
-We can use Fear on robots without emotion.
-We can use chill on ice elementals.
-We can use bleed on creatures without blood (air elementals, ghosts, etc)
-We can use blind on creatures without eyes (air elementals, jellyfish, etc)
The list goes on.So either, fix the way conditions work on enemies or remove immunities altogether.
ALL of them need fixing, i know its a game but come on.
So while we wait for anet to code every individual item seperatly in their virtual world, maybe we could simply switch kits to what is more effective at the time.