A NOTE: All numbers and even specific stat reductions in this suggestion are subject to critique and are mainly placeholder variables. The point of this post is to provide general concepts for improvement rather than nail down the numerical specifics of how those ideas would function in active play.
Burning
- Now upgrades itself based on its total duration. Stacks in duration.
—> 0-3 second duration = 1st Degree Burn: Current Burning damage coefficient
—> 3-6 second duration = 2nd Degree Burn: Current Burning damage coefficient; Target’s precision is reduced (reduction based on source’s Condition Damage; capped at 200)
—> 6-10 second duration = 3rd Degree Burn: Current Burning damage coefficient; Target’s precision is reduced further (reduction based on source’s Condition Damage; capped at 400)
—> x > 10 second duration = 4th Degree Burn: 105% Current Burning damage coefficient; Target’s precision is reduced equal to 3rd Degree Burn calculations; Target’s Toughness is reduced (reduction based on source’s Condition Damage; capped at 200)
All stat reductions are calculated according to the Condition Damage of the last person to inflict Burning on a target. In this regard, in addition to contributing to a stack of Burning on a target, it is possible to overwrite another person’s Burning on that target with a more or less effective version based on a group’s coordination.
This version of Burning would be more useful for PvE where large groups of people could stack long Burning durations onto a target with a massive hit-point pool and thereby somewhat reduce its Toughness in the form of a pseudo-Vulnerability stack.
It wouldn’t be horridly imbalanced in PvP since stacking 10 seconds of Burning would require quite the skill and possibly even trait investment. Even if one were to stack a Burning duration on a target past 10 seconds, by one’s self, it is difficult to achieve a 4th Degree Burn for a substantial amount of time (maybe enough to get off a few attacks before it degrades into a 3rd Degree Burn). Furthermore, since it’s a condition, it is subject to removal.
Blind
- Now split into two types of Blindness.
—> Clouded sight [place-holder name]: Functions as per the current Blind mechanic
—> Blind: Next outgoing attack misses; if you missed an attack, Precision is then reduced and 50% of all Non-critical hits are glancing blows (50% damage) for 3 seconds; does not stack duration (Precision reduction based on source’s Condition Damage; capped at at 800)
—> This condition would receive an even more dramatic on-screen effect than [Clouded Sight], or perhaps [Clouded Sight] would receive no on-screen effect and that effect would be kept on Blind.
The new Blind would be a sort of offensive Protection that could be used to mitigate incoming damage on either yourself or other teammates. This sort of change would promote active play in how players could choose how and when to utilize this powerful Condition in the midst of battle. More importantly, since the duration does not stack, there won’t be players running around with their damage capacity stunted for 10-15 seconds. If two respective instances of the new Blind were to occur on a single target, the second would simply overwrite the first and restart the Condition from the initial “Next outgoing attack misses” stage.
The split into two Conditions would allow ANet to safely buff to certain skills that utilize the current Blind as their main utility gimmick without completely changing them otherwise. Skills like Ray of Judgment, Signet of Air, Counterspell, Signet of Midnight, as well as others could inflict the new, buffed version of Blind instead of [Clouded Sight], thus buffing their utility and better justifying their use as Weapon Skills or Utilities. Furthermore, it would avoid a game-wide Blind buff that would be difficult to balance given that some current Blind skills are easily spammed and that the Thief has a vast access to the Condition.
(edited by Swagg.9236)