Please stop neglecting conditions in PvE

Please stop neglecting conditions in PvE

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Posted by: Derek.9021

Derek.9021

Can we get a response on this?

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Posted by: Lopez.7369

Lopez.7369

Unbreak my heart, ArenaNet.

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Posted by: Derek.9021

Derek.9021

Tell me you love me again :[

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Posted by: Lopez.7369

Lopez.7369

Undo this hurt you caused when you capped my bleeds and made my DPS suck.

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Posted by: YuckaMountain.3786

YuckaMountain.3786

As some people mentioned the problem of conditions not affecting objects I posted earlier this year my suggestion of how to fix this with one and simple condition in this post:

https://forum-en.gw2archive.eu/forum/game/suggestions/Condition-Damage-and-Objects/first#post2442708

Make one condition all other conditions are converted to and make it as good as burning or maybe bit better but not the same condition as burning because then you could just manage that one without hurting other.

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Posted by: Anchoku.8142

Anchoku.8142

In August 2012, I began leveling Necromancer as a conditionmancer in the mistaken belief that it was hard to kill things because I was just a noob. Back then, though, power-Necro’s were lame. At least that aspect has been corrected as Arenanet has focused on improving the profession’s capability while nerfing a lot of its condition aspects because they were “bugged.”

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Posted by: Derek.9021

Derek.9021

My husband’s playing a power build right now, so I just stare at him with envy and rage as he plows through turrets and walls and I throw my little stones at them and do 1/4 the damage.

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Posted by: Faux.1937

Faux.1937

I wish Anet would at least give us some hope, they dont have to say, when, or what, just at least say they are working on a fix for this.

That just that I would be happy with.

SAB or RIOT

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Posted by: InfinitySoul.9240

InfinitySoul.9240

Bumping cos this is more important than if Tequatl the funless has backstory

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Posted by: LostBalloon.6423

LostBalloon.6423

This is killing build variety for high-end PvE content. You could go with CDmg and be useless in some situations, or you can just zerk and not worry. At least make it so a part of the CDmg you would’ve dealt is dealt directly to PvE mobs when the stacks are full.

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

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Posted by: Lopez.7369

Lopez.7369

Most condition builds rely on precision for procs.

I’m not really sure how you can say a power build, which more than doubles its non-crit direct damage just by having power, is worse than a build that relies strictly on non-crit direct damage on Tequatl because it can’t reliably maintain even one bleed. The math is really simple: Berserker builds, even without being able to crit, do more than twice the damage on Tequatl than condition builds.

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Posted by: Anchoku.8142

Anchoku.8142

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

The point of the Teq event is to test this, and other ideas, this out. That is why he is “structure.” Low condition damage caps and inability to crit are there for a reason.

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Posted by: Lopez.7369

Lopez.7369

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

The point of the Teq event is to test this, and other ideas, this out. That is why he is “structure.” Low condition damage caps and inability to crit are there for a reason.

You’re giving the technical limitations way too much credit, and your explanation directly contradicts what ArenaNet has said before. Limitations on objects have been around since the game launched, and they were originally based on “immersion” and RP reasons (e.g. a catapult shouldn’t be able to bleed). The bleed cap exists, as stated by ArenaNet, because of bandwidth concerns.

I’m not sure why objects can’t be crit on, but that’s always been the case, whether the “object” is a special one that can have conditions applied to it, such as Tequatl, or a normal object, such as a catapult.

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Posted by: RvLeshrac.2673

RvLeshrac.2673

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

The point of the Teq event is to test this, and other ideas, this out. That is why he is “structure.” Low condition damage caps and inability to crit are there for a reason.

You’re giving the technical limitations way too much credit, and your explanation directly contradicts what ArenaNet has said before. Limitations on objects have been around since the game launched, and they were originally based on “immersion” and RP reasons (e.g. a catapult shouldn’t be able to bleed). The bleed cap exists, as stated by ArenaNet, because of bandwidth concerns.

I’m not sure why objects can’t be crit on, but that’s always been the case, whether the “object” is a special one that can have conditions applied to it, such as Tequatl, or a normal object, such as a catapult.

The “objects can’t bleed” being there for “immersion”/“RP” is complete bullkitten. If a catapult can’t bleed, why can an Elemental, or a robot, or a ghost?

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Posted by: Lopez.7369

Lopez.7369

I’m just restating what ArenaNet said when the question was first posed at launch. I don’t agree with it, either. There’s no reason a catapult shouldn’t be able to burn.

MMO companies seem to always try out these kinds of limitations when a game first launches. In World of Warcraft, mobs were capped at a certain amount of debuffs and fire mobs, which made up 90 percent of the first raid, were actually immune to fire spells. The limitations are normally removed right after the player base complains that build diversity is being killed for no good gameplay-based reason.

The concern here is ArenaNet hasn’t communicated what’s going on with these particular issues.

(edited by Lopez.7369)

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Posted by: LostBalloon.6423

LostBalloon.6423

I’m just restating what ArenaNet said when the question was first posed at launch. I don’t agree with it, either. There’s no reason a catapult shouldn’t be able to burn.

-_- or a wooden gate

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Posted by: YuckaMountain.3786

YuckaMountain.3786

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

The point of the Teq event is to test this, and other ideas, this out. That is why he is “structure.” Low condition damage caps and inability to crit are there for a reason.

You’re giving the technical limitations way too much credit, and your explanation directly contradicts what ArenaNet has said before. Limitations on objects have been around since the game launched, and they were originally based on “immersion” and RP reasons (e.g. a catapult shouldn’t be able to bleed). The bleed cap exists, as stated by ArenaNet, because of bandwidth concerns.

I’m not sure why objects can’t be crit on, but that’s always been the case, whether the “object” is a special one that can have conditions applied to it, such as Tequatl, or a normal object, such as a catapult.

The “objects can’t bleed” being there for “immersion”/“RP” is complete bullkitten. If a catapult can’t bleed, why can an Elemental, or a robot, or a ghost?

Or there could be just one object specific condition called Entropy that would hurt those, it would be more believable than just bleeding door and I do not see why all conditions could not be converted to it.

This would also sort out the problem with condition specks got with objects.

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Posted by: InfinitySoul.9240

InfinitySoul.9240

Does is kitten anyone else off that a living story question with half the views got a dev response while theres absolute silence here?

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Posted by: ZBeeblebrox.4928

ZBeeblebrox.4928

Copy/paste from another thread which has been lost to the depths of this forum (probably due to rather harsh title it was given by OP). Includes excellent suggestions for how to make the fight break up so that’s it not just a giant zerg following a blue dorito, making more focus on small group fights against adds, which would make conditions viable.

SonicTHI.3217:

Considering the above here is how an improved Tequatl fight would look like:

-Arcanist lab houses another power station and its event cannot be active during Tequatls. The quagan event provides extra NPCs for the north station. Completing the gorge quest reduces the number of mobs assaulting the SE station.

-Event starts, hordes of undead start spawning across the entire coast length and start walking inland. These mobs will continuously assault 10 points: 6 turrets and 4 power stations. Bloaters will head directly for the stations and try to blow up on them. Mob rank is adjusted according to the total of players in the entire area but never goes past veteran. With this system the event could be scaled all the way down to 20 players and still be just as challenging.

After 2 minutes Tequatl makes his entrance and starts spawning his fingers and small waves. Tequatl has a individual damage threshold on each of his 3 points that resets every few seconds – damaging all 3 points at the same time does the most damage. The undead increase in numbers and start running. Fingers spawn poison around them. Hylek turrets deal increased damage to Tequatl, bone walls and fingers and clense their poison. Batteries begin charging the laser. If a battery is destroyed the charging is slowed. If all 4 batteries are destroyed the laser will not fire and the event fails. Laser does 20% damage to Tequatl and fires every 2 minutes with all 4 stations charging it. It is the primary source of damage and stuns Tequatl.
After the stun ends Tequatl roars, spawns a wall and a champion for each of the stations. If the wall is not destroyed before the laser fires again it instead destroys the wall with no damage to the dragon.

If Tequatl is not defeated in 13 minutes he spawns the big wave, then destroys the laser. At this point a massive army of undead overruns the area and a new event spawns to recapture it.

End quote. The rest is from me.

This. Yes. This.

I worry that, because of the somewhat harsh tone of your first post, this thread will be deleted and/or people will skip over your second post, which is full of awesome ideas.

These are GREAT ideas for improving the fight. This is the kind of thing I thought Anet would actually do when they said they were “changing” the fight (since we didn’t really get a change; his damage and health just went up and the turrets actually became important, but otherwise this is the same basic fight).

What’s great about your ideas is that they break up the typical “zerg” mentality. Having to defend multiple points would make people split up into smaller, coordinated groups; several 5 man parties working to accomplish small tasks would be more important than blindly following a blue Dorito. Because there would be a large number of targets, you eliminate the issue that is common to most boss fights (i.e., classes that depend on crowd control, like necro with fear, are useless due to Defiant/Unshakeable, and conditions are useless due to the 25 condi caps).

Plus, it just makes absolute sense to me that the primary source of damage to a gigantic dragon would be an epic freaking laser. People hitting his knees with a scepter (I play necro) SHOULDN’T be capable of taking down something like that with autoattacks. And because we would be actively fighting the zombie hordes, we aren’t just “crippled” out of our class skills (like we were in the Zhaitan fight where we just shot fireworks), but can still feel important, and for other roles than the normal DPS cannon role (condi necros with epidemic would feel important! aoe cripple/immob to stop the advance of suicide bombing zombies, anyone?).

And finally, the dragon would still actually be threatening. He could still one shot people (power level appropriate to a dragon) if they’re stupid enough to stand where he could step on them or lean that big, long neck down and munch on them.

Please, Anet, listen to this man’s ideas. Even if you don’t apply them to Teq, you can apply them to other bosses in the future. Making something feel “epic” doesn’t just mean hitting a giant object; coordinating to achieve something like ten different objectives at the same time, as suggested here (defend turrets, defend arcanist lab, escort quaggans, clear gorge for reinforcements, defend charge batteries) would feel much more epic than hitting the kneecaps of a giant, immobile lizard and jumping over some waves/out of some poison.

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Posted by: Victory.2879

Victory.2879

The devs are completely blinkered around spvp- where they complained about condition builds being ‘OP’ and hence the changes to guardians making them even harder to kill.

They don’t care about conditions as most of them play zerk instastab thiefs and the only thing they want to do is nerf any condition build that can affect spvp.

So the chances of anything being done in pve to address this huge glaring problem is as close to zero as it’s possible to get without actually saying ‘never’ (as you never know, one of the devs might actually care one day).

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

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Posted by: Derek.9021

Derek.9021

They should design around limitations (common sense)

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Posted by: Lopez.7369

Lopez.7369

That’s probably the biggest problem. It’s fine that technical limitations exist. Every video game has to deal with technical limitations. But if a developer is aware of the limitations, the common-sense approach is to design around them, not ignore them and hope players don’t care.

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Posted by: Stx.4857

Stx.4857

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

none that i’m aware of.

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Posted by: Lopez.7369

Lopez.7369

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

No other game has to calculate condition duration and damage as extensively as Guild Wars 2, though.

Are you implying ArenaNet is lying? I doubt it, considering there’s no other reason bleed cap should exist.

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Posted by: Derek.9021

Derek.9021

I hope we get an official response soon :[

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Posted by: Akumba.8064

Akumba.8064

This is killing build variety for high-end PvE content. You could go with CDmg and be useless in some situations, or you can just zerk and not worry. At least make it so a part of the CDmg you would’ve dealt is dealt directly to PvE mobs when the stacks are full.

Honestly, if they were concerned with “build variety,” they wouldn’t keep curb-stomping Rangers every single time we find some way to be marginally useful.

I agree entirely.

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Posted by: Atridas.8079

Atridas.8079

And here is how I see it.

First, some background. I am a programmer, and I program mobile games. It is a WORLD away from doing MMOs, and I only have a gasp of what may be going on.

For what I’ve read, the game needs to run a mini-routine for each stack of condition (aka bleed), so at some point devs saw that if there where too many bleeds on the game, the servers whould collapse.

Now, someone came with the solution. The condition cap. 25 stacks per object. If you multiply “25 * number of stackable conditions * number of entities that can get conditions” you get the maximum number of conditions in the game. I guess they runned some stress tests and they got that they can maintain that 25 stacks of conditions on everyone.

But there are side effects. This whole thread is about the nasty side effects. Also, I guess the game has been balanced arround that condition cap, so changing it whould be HARD.

What whould I do?

First of all, acknowledge that not all stackable conditions are equal. For example, Vulnerability and Bleeding are the only ones that stack up to cap easilly, so I wouldn’t change anything on the other conditions.

My proposal whould be to change de bleed cap depending on mob “status” (I whouldn’t change the vulnerability cap because it affects everyone’s damage and whould unbalance everything. And, more important, I don’t thing there is a build that relies on stacking vulnerabilities). We all know about veterans, champions, etc… champions already have more than 25 stacks of defiant (I thing), so I may be possible to alter the cap of bleeds on those.

I’d change the cap of bleeds to 15-20 to normal mobs (Have you seen any of them survive to 10? Not for a reasonable time). Veterans whould stay to 25 stacks, maybe increase to 30-35. Players whould stay at 25, to not change sPvP and WvW. Champions are the first that need to be ajusted. My formula thinks of arround 15 stacks per player (not every player has a condition build, so if there are 3 players that can mantain arround 25 stacks and 2 that no, that gives an average of 15), and I thing champions are balanced arround 5 players, so I’d give them 75-100 max bleed stack. Also, give them a good buff of live. I’d also increase the cap for dungeon mobs, as they are resistant enought to easilly reach the 25 bleeds. I’d give them 50, less than champions because they’d die fast anywhay.

World bosses whould be a greater problem. They say Tequatl is balanced to 80-100 players? I’d give him a 1500 bleed cap. And a LOT more health. Maybe you’d need some “diminishing returns” system (the more bleeds there are, the less damage each bleed does, but always more bleeds means more damage). But that is a balance issue, not a technical issue.

TL;DR

You must have a bleed cap for technical reasons? Stick with it, just increase the bleed cap for champs (to 100) and World Bosses (to 1500).

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Posted by: Chadramar.8156

Chadramar.8156

Not only do they need to adjust condition caps (I think they are trying things out with the “everything stacks in intensity now” stuff) but they need to rethink defiant, if the control part of the new trinity is ever going to be a real thing then we need to see ways to control other than maybe interrupt one attack that you meant to and the rest of the fight the boss occasionally stops moving for half a second when his stacks go down.

Clipped for length, but quoted for agreement and support. Some good ideas here. I too am utterly tired of “go zerk or go home”, especially after all the braying on how bad and limiting the good old trinity is. Not only do conditions need to be viable in every situation, the non-damage stats and the control and support roles need some actual consideration as well. Badly.

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Posted by: Stx.4857

Stx.4857

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

No other game has to calculate condition duration and damage as extensively as Guild Wars 2, though.

Are you implying ArenaNet is lying? I doubt it, considering there’s no other reason bleed cap should exist.

No, Im not saying they are lying… I just think it isn’t acceptable that they haven’t solved this.

I mean(and I’m sorry for using WoW as an example), how stupid would it be if you played a Shadowpriest or affliction warlock in world of warcraft, and were told you couldn’t attend a raid boss because he was immune to dots? I mean, how would you even play if bosses were immune to dots?

Obviously that example is very different from this game, but thats how I feel when I try to play my necro on Teq or in wvw sometimes too.

What is so cool about the bleed stack mechanic that we cant just do away with it and all have our own dots?

I also like the idea that the above poster had… just give world bosses a 1500 bleed stack cap. I’m not sure if their servers could handle it.. but its a solution.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Chopps.5047

Chopps.5047

How come you guys don’t get berserker armor?

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: Stx.4857

Stx.4857

How come you guys don’t get berserker armor?

Made me chuckle, bravo chap.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

This issue could be solved so easily, if they converted stacks of conditions into more powerful single conditions. There really is no excuse for this problem to still exist. We already had this balance problem in GW1 with degen damage, I can’t believe that they introduced it again in GW2. Stop designing everything in favor of DPS!

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: Pifil.5193

Pifil.5193

The simplest solution for this is, for bosses at least, just keep a queue of the incoming bleed damage ticks (one per second) for the the next 30 or so seconds and when someone adds a new set of bleed stacks then just calculate what the ticks would be (at whatever Might stacks they’re currently on) and just split the damage up, add them to the appropriate bleed damage ticks, “credit” the player for doing the damage then and there (for the sake of determining participation) and stop trying to calculate everything constantly. The same could be done for torment and confusion and whatever.

It’s a boss fight, he’s going to be here for 10-15 minutes so in the grand scheme of things it’ll even out: I mean, some times you’ll use your ability that adds 10 bleed stacks over 20 seconds and be at 15 Might stacks but the next time you might have 0 Might stacks if you do it 20 times over the course of a fight, then it’ll even out.

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Posted by: Kashrlyyk.5364

Kashrlyyk.5364

….
Now, someone came with the solution. The condition cap. 25 stacks per object. If you multiply “25 * number of stackable conditions * number of entities that can get conditions” you get the maximum number of conditions in the game. I guess they runned some stress tests and they got that they can maintain that 25 stacks of conditions on everyone…..

That is the part that confuses me. If 100 necromancer in Sparkfly cause 25 stacks of bleeding each to 100 enemies, can the server cope with that? If yes, than why can’t it cope with 2500 stacks on ONE enemy? And if no, than the limitation doesn’t work.

So what is the technical problem with condition stacking?

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Posted by: Anchoku.8142

Anchoku.8142

“I can’t do that! It’s too hard! It would destroy everything! We’d need, like, a billion dollars to do that.” is the response I often hear from young engineers.

Think outside the box and look for ways to simplify the problem. Just good enough is usually better than trying for the perfect, most ideal solution. Try binning, stacking, and deducting condition damage. Do not even try to calculate them all real-time. Just bin them as small bleeds, medium bleeds and large bleeds based on damage per tick and duration, then count. When a stack reaches a threshold, apply it as direct damage and empty the bin. Players fighting a boss do not need to see every tick of damage but they do need to know their damage counts. You do not even need to show how many bleeds are in the stack, only that there is a bleed.

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Posted by: Terrahero.9358

Terrahero.9358

This is killing build variety for high-end PvE content. You could go with CDmg and be useless in some situations, or you can just zerk and not worry. At least make it so a part of the CDmg you would’ve dealt is dealt directly to PvE mobs when the stacks are full.

Zerk builds are even more useless agains Tequatl than condition builds, at least conditions you do something. Tequatl cannot be crit. So precision/crit chance/crit dmg all go down the drain.

Cond. builds focus on Condition damage. Zerker gear mainstats Power which does apply to Tqtl and structures.
Also you got a padded list. Precision and Crit chance are the same thing. You dont lose 3 things, you lose 2.

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Posted by: KarateKid.5648

KarateKid.5648

Another way to solve this would be to add more (different) conditions to the game and make bosses selectively immune to certain ones.

As it stands now, we have small-damage over time spread across a handful of condition types. Adding anything above 25 is a waste of time, as it does nothing at all.

If anet had more condition types, the “small” could be stacked across several types of DoT, making them worthwhile additions to a battle.

Make world bosses and above immune to certain ones and more sensitive to others, if you want to add strategy; but effectively, World bosses are currently immune to a HIGH percentage of ALL damage potential (i.e. when measured over the lifetime of a fight, any attempt to stack a condition above 25 is thrown away – that might as well be immunity). My thief will apply like 3-4 conditions in the first 60 seconds of a fight, and perhaps maintain those every ~30 seconds.

With 8 million players (ok, exagerrated) on a boss, that equates to about 30 seconds or so of their participation in a fight being something other than DPS (Power).

I’m going with the assumption that the addition of conditions (hey, I made a RHYME!) is planned for the future – because I’m an optimist.

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Posted by: naboac.5876

naboac.5876

They really need to do something about this.

(edited by naboac.5876)

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Posted by: dcypher.2590

dcypher.2590

Can we get a response on this?

They haven’t said squat in this forum for days now; the truth is they either don’t care or have no clue what they’re doing.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Also, I guess the game has been balanced around that condition cap, so changing it would be HARD.

I appreciate you throwing your ideas in. I do want to address these two points.

This thread is primarily about condition damage. Of the damaging conditions, only bleed, confusion and torment stack in intensity. Poison and burning stack duration only.

A single condition damage player versus a normal mob will not equal the DPS of a berserker spec on that same mob. Multiple condition damage specs attacking the same target lose damage, multiple berserker specs attacking the same target do not.

If berserker v. normal mobs (i.e., not world bosses) do more damage solo, and lose nothing when other like specs are present, and condition damage specs do less, and do lose effectiveness with like specs present, PvE cannot be and is not balanced around the stack cap.

World bosses would be a greater problem. They say Tequatl is balanced to 80-100 players? I’d give him a 1500 bleed cap. And a LOT more health.

This suggestion for more stacks requiring more health for Teq assumes that increasing bleed/confusion/torment stacks would greatly increase the damage done to him. That may not be the case.

Only so many players can fit into the zone. Assuming the 15 stacks per player using conditions you postulated, 1500 stacks would require 100 players be stacking conditions. That’s often as many players as are present at the event. Those 100 condition builds would be replacing the power-based builds currently doing the event.

I haven’t run the dps totals on soldier builds (the build most recommended for Teq), but I suspect that a fully dedicated condition spec (capable of getting close to 25 stacks, with damage as high as possible) would out-damage a soldier’s build. However, I doubt (a) that the difference in damage would be that great; and (b) that you’d ever get 100 condition specs at one Teq event.

I know a LOT is a vague term. However, Teq has a LOT of health now. While your 1500 stack suggestion — if implemented — might require some adjustment in health, I doubt it would be as much as a LOT.

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Posted by: Psycho Robot.7835

Psycho Robot.7835

At least they’ve announced the next living story. I think we can all look forward to the new content that will smooth over this condition kerfuffle.

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Posted by: Derek.9021

Derek.9021

At least they’ve announced the next living story. I think we can all look forward to the new content that will smooth over this condition kerfuffle.

No. This has been a serious issue since release and will continue to be until they fix it.

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Posted by: Lopez.7369

Lopez.7369

They probably wouldn’t include this kind of change in a patch preview, but a response would still be appreciated.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Myst Dawnbringer.9138

Myst Dawnbringer.9138

Perhaps they did this for a reason. That reason being to keep those condition players out there defending the turrets. That’s what I do with my condition fighter. Protect the turrets or try to.

I think the point of the battle is there are different things to accomplish. Protect the turrets. Do scale damage and buff with the turrets. Kill Tequatl. Get the batteries protected. All are parts of the battle. But as far as I can see your not penalized for doing your part. If you want the glam job of killing him switch to a toon that doesn’t use so much condition damage.

Actually I feel the glam job and the hardest is to protect those turrets. Because if you can’t keep them up your dead in the water.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: IndigoSundown.5419

IndigoSundown.5419

Perhaps they did this for a reason. That reason being to keep those condition players out there defending the turrets. That’s what I do with my condition fighter. Protect the turrets or try to.

I think the point of the battle is there are different things to accomplish. Protect the turrets. Do scale damage and buff with the turrets. Kill Tequatl. Get the batteries protected. All are parts of the battle. But as far as I can see your not penalized for doing your part. If you want the glam job of killing him switch to a toon that doesn’t use so much condition damage.

Actually I feel the glam job and the hardest is to protect those turrets. Because if you can’t keep them up your dead in the water.

Conditions can be sub-par even on normal mobs if there is even one more player using them. One of the Necro gurus time tested a hybrid condition/power build on a Veteran giant in Orr. Killed it with the condition part of the spec (scepter/dagger, BiP/FoC), then brought in a friend with the exact same spec, and doing the same rotation. They killed another Veteran giant, in about 75% of the time it took to kill one solo. This translates to losing about 25% of their individual DPS. On one Veteran mob. And this was not even a full-on condition spec.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Lopez.7369

Lopez.7369

I really don’t understand why people are trying to think up different reasons. ArenaNet has explicitly said bleed cap exists because of technical limitations. The end.

The question is when ArenaNet is going to design around the limitation instead of ignoring it and neglecting build diversity.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Anchoku.8142

Anchoku.8142

I really don’t understand why people are trying to think up different reasons. ArenaNet has explicitly said bleed cap exists because of technical limitations. The end.

The question is when ArenaNet is going to design around the limitation instead of ignoring it and neglecting build diversity.

Sometimes I wish I could quit and consult for Arenanet on their technical problems but I have enough where I am. Still, chewing on a problen in another field can be a nice distraction.

Keep posting interesting topics, Lopez.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: finite.5439

finite.5439

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

No other game has to calculate condition duration and damage as extensively as Guild Wars 2, though.

Are you implying ArenaNet is lying? I doubt it, considering there’s no other reason bleed cap should exist.

But just client side condition damage for champions and world bosses and send the damage to the server every second, problem solved…

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Anchoku.8142

Anchoku.8142

I don’t think its fine that technical limitations exist.. in this case.

What other game has an issue with DoT users using their DoTs? I mean thats just ridiculous.

No other game has to calculate condition duration and damage as extensively as Guild Wars 2, though.

Are you implying ArenaNet is lying? I doubt it, considering there’s no other reason bleed cap should exist.

But just client side condition damage for champions and world bosses and send the damage to the server every second, problem solved…

Potential security flaw and exploit. I suspect all damage is being tallied for each player per target server-side but some simplification is possible. As long as player ID is logged and DoT is reasonably estimated, that at least means attacks with condition damage that stacks can be treated as valid.

Such simplified counting can be applied to both DoT and non-damaging conditions. Take vulnerability, for example. Simply count the number of vulnerabulity conditions that are applied and log the player IDs and, on reaching a limit, give the boss one stack of a fixed duration and restart the count. It does not have to be perfect. It just has to have an effect. Apply a blind enough times and have the boss miss an attack. Apply burning enough times and the boss can show a small flame and lose a bit of health. It does not have to be real time. The damage can wait until the stack is full and the server does not have to send individual damage calculations back to the users. Only common indicators that a condition from a full stack is in effect and updates to the boss’s health bar and modifier icons.