HoT = WvW players forced to PVE
some conditions on non-living things
HoT = WvW players forced to PVE
One of the first things I noticed in Guild Wars was that there were wooden objects that were immune to burning, but not to poisoning… that never made much sense to me
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I concur with the idea that objects might need a tweak to what affects them.
A few builds have serious trouble against them because neither conditions nor critical hits work on them.
I can see the common sense approach for some of this. How would you bleed or poison a wooden structure like a gate for example. And some inanimate objects might not have weak spots that warrant a critical hit. So in oder to not overcomplicate things you simply make all of them immune to these effects.
I honestly can’t think of any easy and logical sounding solution for this dilemma. One thing might to simply ignore “logical” and allow conditions and critical hits to affect inanimate ojects. It would certainly level the playing field.
I don’t think allowing certain effects to work on them (like burning which would work on most things) is the way either.
As it is now a condition or crit proc heavy build will have serious trouble against inanimate objects. Something that can be troublesome for an entire party for example in the Ascalon Catacombs during the various graveling mount evernts. And that’s just one of the the most obvious examples.
I’m aware that a change at how inanimate objects are affected will require some serious rebalancing of their hitpoints or armour values. Another option would be to give them a resistance against condition damage to mitigate the effect that conditions ignore armor. The latter option would be most likely necessary for gates in WvW. Otherwise they would need an almost ridiculous amount of hitpoints to compensate for such a change, which would throw off the general balancing of these objects.
you may keep them to rear new and interesting variants in your basement.
I agree with this. The system needs a rework, which would need a lot of time and effort though, which is why I don’t think it’ll happen.
Wood needs to burn. Seriously.
They said that they’re working on it few months ago. As usual, nothing ever happened though.
Considering how I’m constantly making elementals bleed, I’m not too taken aback by inflammable wood.
Fun on someone else’s schedule is not fun
Regarding conditions on inanimate objects, if I were ANet I’d just make all dots convert into a condition specific to inanimate objects. I’d call this condition “Decay”, and make it stack in both intensity and duration.
Considering how I’m constantly making elementals bleed, I’m not too taken aback by inflammable wood.
I always rationalize the bleeding elementals as a disruption in the magic that gives them form. I have no idea if this is even remotely close to honoring the lore, but it helps me answer the question how I just made a pile of rocks bleed.
Yes this is not only annoying as hell to condition based specs, but it makes no sense.
I guess non living objects were made immune to not mindkitten people but.
Burning should apply to things, especially wood.
Bleeds make wood and metal splinter.
Poison? woodrot and metal impurity causing it to deteriorate.
This took me 30 seconds kto come up with, cmon Anet.