Are condition builds on the agenda at all?
actually AoE nerf affects condition build a lot, because guess what Necro, Ele and some of the Engi AoE’s are good at? Conditions!
I have ele, necro and guardian all condition based mostly. My warrior is once again going to be condition and I can easily claim that condition is not broken at all.
actually AoE nerf affects condition build a lot, because guess what Necro, Ele and some of the Engi AoE’s are good at? Conditions!
I have ele, necro and guardian all condition based mostly. My warrior is once again going to be condition and I can easily claim that condition is not broken at all.
Well unless they revamp conditions a lot it still only stacks to 25 so in a group event its pretty pointless, and can characters heals (most are poor as) even survive a bigger stack of conditions..they’d need to fix a lot..
actually AoE nerf affects condition build a lot, because guess what Necro, Ele and some of the Engi AoE’s are good at? Conditions!
I have ele, necro and guardian all condition based mostly. My warrior is once again going to be condition and I can easily claim that condition is not broken at all.Well unless they revamp conditions a lot it still only stacks to 25 so in a group event its pretty pointless, and can characters heals (most are poor as) even survive a bigger stack of conditions..they’d need to fix a lot..
if the conditions would stack even higher it would be OP. Conditions are a bloody good support weapon and really useful in most dungeons, deadly against thieves in WvW (and anyone else that forget to wipe them once feeling shocked).
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking-Boons/first
Please keep it constructive.
Currently, the Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds.- There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage.- Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks (can stay 25).
- Each player owns 1 stack, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack.- Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect, it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
- Mike Obrien
Direct damage and condition damage two different offensive attributes. I would assume the AoE nerf to be based on direct damage.
Do not click this link!
Conditions are good in small groups against difficult PvE enemies if they can either be spammed or used at appropriate times (like blindness). Otherwise they are mostly useless. For WvW, they are almost completely useless and for PvP they are far inferior to power damage builds in terms of DPS because conditions are way to easy to remove.
Are they balanced? No. They are inferior to power damage. Will they be looked at? Yes. But probably not for several months at the earliest.