Please stop neglecting conditions in PvE

Please stop neglecting conditions in PvE

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Posted by: Lopez.7369

Lopez.7369

It’s actually kind of ridiculous how many builds have it terrible on this boss, although condition builds seem to have it worst.

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Posted by: Shelledfade.6435

Shelledfade.6435

condition damage has needed a buff since the first day this game came out.

Obviously they don’t feel the need to improve a largely broken aspect of their game, then again they keep breaking it even more by adding in more ascended gear and this new ridiculous raid-boss that belongs in a dungeon and not as a public event.

They are full of fail at the moment and it’s really angering me on why they keep messing the game up, and not fixing it.

People have been asking for condition damage buffs and precursor crafting within the first month of the game yet look how far its gone without a fix.

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Posted by: TheBladeRoden.4571

TheBladeRoden.4571

If you can drain life force from a door, why not bleed it too?

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Posted by: Bweaty.9187

Bweaty.9187

At least some of the mobs can be CC’ed in this one.
The usual ‘make content hard’ is condi don’t work/everyone share’s the 25 cap that a single person can hit. Massively reduced crit chance. Immune to CC.

Why have so many sexy builds in game, just to null/void them, and make flat power, more people the answer?

While I love this fight/direction that the game sooo needed. (High level, hard PvE content with a multilayer fight)
Having ‘AFK Turret Trolls’ is why other games have instanced groups you pick/can kick people.

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Posted by: Lopez.7369

Lopez.7369

I also like the boss fight and direction the game is heading in. But this is a major problem that needs to be addressed if difficult zerg content is going to become a focal point.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Why did they even have condition builds in the game if they werent going to be viable for almost anything?

Because sPvP. They’re viable there.

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Posted by: Chadramar.8156

Chadramar.8156

Full agreement from me as well. It’s ridiculous that nothing is being done about this. Do NOT put a damage type and the stats and skills and traits for it in a game if you refuse to make it as viable as Power.

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Posted by: Stx.4857

Stx.4857

Why did they even have condition builds in the game if they werent going to be viable for almost anything?

Because sPvP. They’re viable there.

Lol yes I know they are viable and currently powerful in pvp. I should have been more specific I was just referring to PvE. Also, Spvp is a joke right now, no one takes it seriously.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Why did they even have condition builds in the game if they werent going to be viable for almost anything?

Because sPvP. They’re viable there.

Lol yes I know they are viable and currently powerful in pvp. I should have been more specific I was just referring to PvE. Also, Spvp is a joke right now, no one takes it seriously.

Except ANet doesn’t seem to have gotten that memo. Many mechanics decisions were made and are still being made because they’re what works in sPvP.

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Posted by: Derek.9021

Derek.9021

This needs an official response that’s more than we’re aware of the issue or its technical limitations.

If it is technical, gives us a timeline or a plan to fix it, or straight up tell us if it’s not going to change. This isn’t one of those issues that should be put on the back-burner. It needs to be addressed and constantly updated on until fixed, like culling.

(edited by Derek.9021)

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Posted by: dekou.6012

dekou.6012

It needs to be fixed around nine months ago. Half of the builds being kitten in PvE is a pretty big deal.

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Posted by: Lopez.7369

Lopez.7369

This needs an official response that’s more than we’re aware of the issue or its technical limitations.

If it is technical, gives us a timeline or a plan to fix it, or straight up tell us if it’s not going to change. This isn’t one of those issues that should be put on the back-burner. It needs to be addressed and constantly updated on until fixed, like culling.

I completely agree with this.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This needs an official response that’s more than we’re aware of the issue or its technical limitations.

If it is technical, gives us a timeline or a plan to fix it, or straight up tell us if it’s not going to change. This isn’t one of those issues that should be put on the back-burner. It needs to be addressed and constantly updated on until fixed, like culling.

Pretty much this. It is at least as, if not MORE important than culling, yet they have been utterly silent about the issue for 9 months now.

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Posted by: Lopez.7369

Lopez.7369

Culling did affect more people, I guess. But I agree it’s an equally sizable problem for the game as a whole. Fixing half the DPS builds should be considered an emergency.

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Posted by: Charming Rogue.8071

Charming Rogue.8071

Anet trying to force this sPvP eSports bs is what’s messing this game up. GIVE UP ANET, YOUR SPVP SUCKS. NOW FIX YOUR PVE PLEASE. ty

Desolation – EU – [KING] – Immortal Kingdom

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Posted by: Stx.4857

Stx.4857

Anet trying to force this sPvP eSports bs is what’s messing this game up. GIVE UP ANET, YOUR SPVP SUCKS. NOW FIX YOUR PVE PLEASE. ty

lol. Agreed!

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Derek.9021

Derek.9021

Anet trying to force this sPvP eSports bs is what’s messing this game up. GIVE UP ANET, YOUR SPVP SUCKS. NOW FIX YOUR PVE PLEASE. ty

It actually effects sPvP too. Gates and trebuchets are objects and conditions don’t effect them. It effects every part of the game. :/

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Posted by: ilr.9675

ilr.9675

Simple fix for bleeding stack limitation is when it goes over 25 stacks, pop the shortest bleed off the stack and convert it to immediate direct damage.

That keeps the load on the server the same, and keeps the practical impact of bleeds as damage over time the same in nearly any conceivable fight.

Burning and poison could also be made viable damage sources by allowing them create additional stacks once a duration cap has been reached. For example, once a target has over thirty seconds of burning on it, a second stack of burning is started, and the original is allowed to burn down to zero. If you fill up a fifth stack of burning, the first stack, the shortest one, is popped off as direct damage.

+1…. infact they DID THIS with several skills in Gw1 to get around the 10 pip cap there. (I love it how so many people, ANET INCLUDED, seem to have conveniently forgotten this fact to defend their “Server limit” excuse)

Especially when anyone who knows anything about computer science, knows that “25” is not the typical Integer limit… 255 is the typical interger value max. …which means they’re using some weird Array for this that’s eating up atleast 1 decimal place and cutting a value of 250 by a factor of 10 to get 25 max. ….Is that just to have every single Stack have its very own Duration??? ….

Because, y’know…. once it goes OVER 25 stacks, I don’t think anyone should honestly CARE whether their personal duration for their individual stack(s) stay its own special snowflake on the Server’s RAM. just combine them all together and average them!

The whole thing just seems suspiciously arbitrary like it was only ever aimed at “E Sports” from its very inception

(edited by ilr.9675)

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Posted by: Relshdan.6854

Relshdan.6854

the 25 stack limit is another issue.

but they should make some of the world/ fractal/dungeon bosses more resistant to direct damage (meaning, much harder to beat with direct damage) through specific mechanics (such as timed shields the block direct damage but are extra susceptible to conditions).

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
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Posted by: Garenthal.1480

Garenthal.1480

The entire game is built upon broken promises at this point. We were told we would be able to play however we wanted and whilst I was resigned to the existence of cookie cutter builds I find it completely laughable that an entire stat is largely useless across the board.

I won’t be playing again until it’s fixed, but I loved playing my sword/sword warrior due to the bleeding conditions. It was fine in solo scenarios, yet the moment I teamed up with someone else my damage would be hit hard. It doesn’t help that most classes have the odd condition ability/effect tied to their skills even if they’re not invested in the stat.

Arena Net’s silence on the matter is also troubling, we need more than months of silence and promises of ’we’re looking into it’. Why not talk about what you’re doing about it, eh?

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Posted by: Nyx of night.1062

Nyx of night.1062

It is very aggravating that they are soooo focused on PvP, when a large fraction of guild wars players are PvE focused (including me; I HATE any kind of PvP). What about us Anet? You can’t just cater to one ‘clique’ of users :/

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Posted by: RvLeshrac.2673

RvLeshrac.2673

the 25 stack limit is another issue.

but they should make some of the world/ fractal/dungeon bosses more resistant to direct damage (meaning, much harder to beat with direct damage) through specific mechanics (such as timed shields the block direct damage but are extra susceptible to conditions).

Great idea, they should do that. Three or four years after they fix the godkitten conditions.

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Posted by: Flameseeker.1563

Flameseeker.1563

Why not just make something like this:
Every time bleed is applied when 25 stacks are reached they are consumed and a new condition “deep wound” is applied, which would be something like a lvl 2 bleed that would damage the boss based on it’s health % that would stack again till 25 stacks.

Numbers on damage and condition duration would have to be tested since we wouldn’t want the 25 stacks of deep would to be easily achieved nor would we want the boss to be taken down solely by the dot, but this would make bleed way less useless in pve.

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Posted by: RvLeshrac.2673

RvLeshrac.2673

Why not just make something like this:
Every time bleed is applied when 25 stacks are reached they are consumed and a new condition “deep wound” is applied, which would be something like a lvl 2 bleed that would damage the boss based on it’s health % that would stack again till 25 stacks.

Numbers on damage and condition duration would have to be tested since we wouldn’t want the 25 stacks of deep would to be easily achieved nor would we want the boss to be taken down solely by the dot, but this would make bleed way less useless in pve.

How about eliminating the stupid stack limit completely on a World Boss? There’s already DR on the timer for each stack, they’re self-limiting. The cap is just incredibly lazy, stupid code substituting for proper design.

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Posted by: Lopez.7369

Lopez.7369

I’m fine with them using a band-aid until they can work out the technical problems, but I’m worried a band-aid would make them think everything is OK.

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Posted by: Brighteluden.2974

Brighteluden.2974

I’d have to agree although I primarly focus in PvP/WvW and my necromancer feels pretty dang strong in that aspect atm with condtions. I still feel very lackluster when doing any PvE content against world bosses or even dungeon bosses. I’d love for them to find a way to not necessarily raise the bleed cap but perhaps give us away to deal extra damage when the bleed cap is reached somehow?

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Posted by: Deimos.9285

Deimos.9285

This isn’t really condition specific but it is part of a condition build however, nevertheless necromancer marks on the staff 2,3,4 really need to be triggered by world bosses as well as static objects. Most necro condi builds (hyrbid not included) use sceptre/dagger and staff which makes that specific build even more bad against bosses like tequatl since marks are unable to be triggered by him.

I am Death incarnate.

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Posted by: Lopez.7369

Lopez.7369

I’d have to agree although I primarly focus in PvP/WvW and my necromancer feels pretty dang strong in that aspect atm with condtions. I still feel very lackluster when doing any PvE content against world bosses or even dungeon bosses. I’d love for them to find a way to not necessarily raise the bleed cap but perhaps give us away to deal extra damage when the bleed cap is reached somehow?

Raising or removing the bleed cap would have no practical effect in PvP or world vs. world because of condition cleansing.

This isn’t really condition specific but it is part of a condition build however, nevertheless necromancer marks on the staff 2,3,4 really need to be triggered by world bosses as well as static objects. Most necro condi builds (hyrbid not included) use sceptre/dagger and staff which makes that specific build even more bad against bosses like tequatl since marks are unable to be triggered by him.

This is probably best fit for another thread, but the entire design of objects is so blatantly flawed that I’m genuinely surprised they didn’t completely abandon the concept before launch. I’m really interested in their reasoning for keeping something so obviously awful.

(edited by Lopez.7369)

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Posted by: Conncept.7638

Conncept.7638

Blackgate = Warrior/guard wvw meta melee train. That’s the only reason they’ve beaten Tequatl, they dont have an army of condition appliers, so their dps is CRAZELY more effective against Tequatl. Another proof how stupid this tequatl is and how discriminating. Tequatl has been tested by Jon Peters, the heavy armor biased Anet Dev. Sorry to say it this blunt but it’s the truth. Play purely condition builds for once, and try tequatl, mr dev, I urge you to do so. You will fail… Miserably. And yet conditions are one of the best sustained damages in the game, they ignore armor wich tequatl has alot. They should be at least an equal weapon against him as the melee strikes.

Yeah I noticed that too. Bullcrap about being a ‘strategic’ fight like ANet is pushing on us, they won by zerging and abusing the only builds in the game that don’t have one or more useless stats.

(edited by Conncept.7638)

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Posted by: Lopez.7369

Lopez.7369

I’d like to think there would be a lot of outrage within ArenaNet if only two or three power builds could do damage to a boss. I don’t get why the same outrage doesn’t apply to condition builds.

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Posted by: Imaginos.3756

Imaginos.3756

Why did they even have condition builds in the game if they werent going to be viable for almost anything?

Because sPvP. They’re viable there.

Lol yes I know they are viable and currently powerful in pvp. I should have been more specific I was just referring to PvE. Also, Spvp is a joke right now, no one takes it seriously.

Except ANet doesn’t seem to have gotten that memo. Many mechanics decisions were made and are still being made because they’re what works in sPvP.

Then they can do a split just like they did with other skills and will have to do in the future. Anet needs to stop kitten ing around and fix this poor design.

For instance inanimate objects should be affected by some conditions. Some should burn, all should be able to be weakened, poisons should rot some etc…

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Posted by: Lopez.7369

Lopez.7369

I honestly don’t think that’s necessary. As someone who’s top 100 in structured PvP, I can safely say bleed cap has no influence on any PvP fight. In world vs. world, it’s even more limited because there’s so much condition cleansing everywhere.

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Posted by: RvLeshrac.2673

RvLeshrac.2673

I honestly don’t think that’s necessary. As someone who’s top 100 in structured PvP, I can safely say bleed cap has no influence on any PvP fight. In world vs. world, it’s even more limited because there’s so much condition cleansing everywhere.

>Doesn’t actually read the title of the topic
>Posts anyway.

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Posted by: anabasis.7346

anabasis.7346

I honestly don’t think that’s necessary. As someone who’s top 100 in structured PvP, I can safely say bleed cap has no influence on any PvP fight. In world vs. world, it’s even more limited because there’s so much condition cleansing everywhere.

>Doesn’t actually read the title of the topic
>Posts anyway.

Attachments:

(edited by anabasis.7346)

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Posted by: Stx.4857

Stx.4857

I honestly don’t think that’s necessary. As someone who’s top 100 in structured PvP, I can safely say bleed cap has no influence on any PvP fight. In world vs. world, it’s even more limited because there’s so much condition cleansing everywhere.

>Doesn’t actually read the title of the topic
>Posts anyway.

LOL

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Posted by: Hexin.5603

Hexin.5603

There’s really no reason an entire archetype should be nearly worthless in a huge portion of PvE.

Your right, any time I see a condition build go down on teq, i’ll leave him there. Teq would appreciate it. The server would appreciate it as our dps isn’t being hindered by attempts to continuously res the clothy, and sounds like Anet would appreciate it.

Conditions are OP in pvp presently still, but pve not so much? How many here can say they melted before … come on don’t be shy – thats not from direct damage – we can all dodge roll outta the FA hammer train. But the conditions – good god.

I have a question for those that play condi builds … why is teq your only target? If a hammer = invulnerable to a target – why would he still swing it? Definition of insanity – doing the same thing over and over expecting different results. Necros have many other skills, and everyone can pick up elemental weapons. 25 stacks are cap – how do we make this different with 120 players hitting a boss?

~ from … a necro & ele

Willing to pay for boxed expansion if you put legit GvG in the box $$

(edited by Hexin.5603)

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Posted by: Stx.4857

Stx.4857

There’s really no reason an entire archetype should be nearly worthless in a huge portion of PvE.

Your right, any time I see a condition build go down on teq, i’ll leave him there. Teq would appreciate it. The server would appreciate it as our dps isn’t being hindered by attempts to continuously res the clothy, and sounds like Anet would appreciate it.

Conditions are OP in pvp presently still, but pve not so much? How many here can say they melted before … come on don’t be shy – thats not from direct damage – we can all dodge roll outta the FA hammer train. But the conditions – good god.

I have a question for those that play condi builds … why is teq your only target? If a hammer = invulnerable to a target – why would he still swing it? Definition of insanity – doing the same thing over and over expecting different results. Necros have many other skills, and everyone can pick up elemental weapons. 25 stacks are cap – how do we make this different with 120 players hitting a boss?

~ from … a necro & ele

So your argument is because there is an incredibly flawed system in the game, that we should just work around it? NO WAY.

That is the point of this thread. Condition users shouldn’t have to only defend turrets(they can’t even really do this well because fingers are immune). Condition users shouldn’t be excluded from dungeons either… its getting old.

PvP is really a separate issue.. we know conditions are viable there.

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Posted by: Lopez.7369

Lopez.7369

Yeah. The only time I DPS Tequatl is when he’s stunned and I pop Lich Form. Otherwise, I help turrets. But even a power build would be better there because, as Stx pointed out, we can’t do anything against fingers.

The issue isn’t whether condition builds can get around the limitations, but whether those limitations should exist at all. So far, I haven’t heard a justification beyond supposed technical problems.

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Posted by: Stx.4857

Stx.4857

Can someone explain to me what these technical problems are? They sound like a big pile of BS to me.

How is it that in other MMO’s, you can have raids full of DoT users all dpsing away, but in this game NOPE CANT BE DONE.

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Posted by: spRonin.7128

spRonin.7128

C’mon guys, you know anet does not care and if this ever really gets addressed, it will be so far in the future we would have already moved on to better games.

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Posted by: Heinel.6548

Heinel.6548

Glad to see no one acknowledged the fact that Teq cannot be critically hit. zerker builds aren’t exactly useful either. GW has always been about making people bring the right tools for the right task. Every profession can contribute fully in the teq fight with the right tools, this is already miles ahead of the GW1 days where if you’re not ele, sin or war it’s gtfo.

“… but I hate the idea ‘It may not make sense at first’.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis

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Posted by: Derek.9021

Derek.9021

Glad to see no one acknowledged the fact that Teq cannot be critically hit. zerker builds aren’t exactly useful either. GW has always been about making people bring the right tools for the right task. Every profession can contribute fully in the teq fight with the right tools, this is already miles ahead of the GW1 days where if you’re not ele, sin or war it’s gtfo.

This is such a strange post because at the end of it you praise more accessibility and contradict your original opinion.

We’re beyond arguing if it’s a good idea or not, we’re just waiting impatiently for a response and a fix because of how horribly designed and addressed the issue is.

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Posted by: Deimos.9285

Deimos.9285

Berserker’s main stat is still power which is currently the only useful offensive stat on world bosses like Tequatl. For conditions you either have hybrid builds that use Rampager’s (precision main stat) or full condition builds that use Rabid/Carrion/Dire (condition main stat). That said, not being able to crit is also a condition based problem because crits generally mean bleeds/burns due to traits and sigils.

The issue here is that the right tools for current world bosses is you are either a power build or you are useless for attacking the boss. Defending the turrets is one thing but the current problems with conditions/critical hits and world bosses really needs to be addressed sooner rather than later so that newer fights can be designed with them in mind.

I am Death incarnate.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Can someone explain to me what these technical problems are? They sound like a big pile of BS to me.

How is it that in other MMO’s, you can have raids full of DoT users all dpsing away, but in this game NOPE CANT BE DONE.

ANet thought that building stacks of conditions would be an interesting mechanic for PvP, and as usual did not consider what this would mean in PvE. Since PvP rules balancing…

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Glad to see no one acknowledged the fact that Teq cannot be critically hit. zerker builds aren’t exactly useful either. GW has always been about making people bring the right tools for the right task. Every profession can contribute fully in the teq fight with the right tools, this is already miles ahead of the GW1 days where if you’re not ele, sin or war it’s gtfo.

GW didn’t have a gear grind and stats could be changed in any outpost just as easily as skills. GW2 lacks that flexibility and instead forces its users to grind out multiple sets in order to be competitive.

And it’s silly to imply that there aren’t favored classes in GW2. Guardians, warriors and elementalists reign supreme when it comes to Tequatl slaying. Everybody else is just kind of there for the ride.

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Posted by: Derek.9021

Derek.9021

I hope we get a response on this soon…

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Posted by: ttyl.6021

ttyl.6021

Agreed. A year without an explanation or evidence of a plan is just awkward. Feels like an elephant in the room. My only guess is that it’s a leftover from GW1’s 10 pip cap, which just doesn’t work in an open world game.

Or, judging from the hybridization on most weapons, conditions were designed to be supplemental damage. With tons of gear and traits based on condition damage, that design is an unfair trap. It’s interesting that skills or stats are better in different places, but such a small cap and immune targets are too extreme. Especially with the commitment behind Ascended items, you can’t deny stat combinations access to content.

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Posted by: hobbes.6178

hobbes.6178

It is utterly absurd that conditions are still the way they are. I really hope they get fixed soon because my absolute favorite build for my warrior is sword/sword + longbow condition/crit build. But I can never use it because it is literally useless unless I am soloing something.

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Posted by: Ykfox.3825

Ykfox.3825

Honestly I’d like to see them introduce a mechanic wherein when a condition hits full stacks, ie at 25 stacks, it’s converted into a new condition.

Example would be you hit 25 stacks of bleed on Teq, and after he’s had 25 stacks of bleed for say… 20? seconds solid it ticks over, wipes out all stacks of bleed currently on him, creates the new condition (Hemorrhage?) that still ticks damage, but also allows people to keep stacking bleed.

If implemented correctly this would also mean that damage on the boss would slowly ramp up over time, meaning conditions would actually be not only viable, but desirable.

Since the ‘new’ condition would expire over time, it would hopefully also keep condition from becoming the only thing people want.

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Posted by: Gongke.8576

Gongke.8576

I left the game for several months partly because I was frustrated that conditions were junk in PvE. I’ve had fun as a ‘zerker Necro since coming back, but the PvE feels pretty shallow with almost everyone just running around ’zerking. It’s surprising that we’ve seen so much great content (e.g. living world events) without any improvements to the condition cap that has broken so many specs since beta.