Bleed Cap

Bleed Cap

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Posted by: andybmcc.8751

andybmcc.8751

Why does this even exist?

Bleed Cap

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Posted by: Vivik.8259

Vivik.8259

Nobody makes me bleed my own blood!

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Posted by: nachtnebel.9168

nachtnebel.9168

No doubt, you are right, but there are a lot of other threads about this horrible design choice.

Salix Babylonica (Necro), Tharnath (Guardian), N Faculty (Mesmer),
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)

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Posted by: mangarrage.1062

mangarrage.1062

how about question for question

If you remove the bleed stack cap are you willing to take a reduction on how fast you can actually stack bleeds?
My guess is it exists simply for that reason

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Posted by: Dibrom.6408

Dibrom.6408

how about question for question

If you remove the bleed stack cap are you willing to take a reduction on how fast you can actually stack bleeds?
My guess is it exists simply for that reason

And that’s a valid reason because…?
There a direct damage cap that I’m not aware of?

Arenanet: The paragon of truth.

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Posted by: Sir Blazin.9365

Sir Blazin.9365

If there were no bleed cap (or any other condition cap), boss mobs would lose health at an ever increasing rate. At 10% health a mob would be dying exponentially faster than at 90% health. Or, take poison for instance, which stacks by duration. A boss mob could potentially be poisoned for hours. A capless condition system presents many, many problems, and I ask that you address these problems in your thread.

Kaineng Beast [NoQQ]

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Posted by: andybmcc.8751

andybmcc.8751

Why doesn’t duration solve this issue? There is still a finite limit to how fast you can drop a bosses health due to the duration of the bleed. The way I see it, is that it is excluding condition based builds for dungeons when nearing the cap which could be one or two characters.

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Posted by: andybmcc.8751

andybmcc.8751

Seems like it would be better solved by increasing condition damage and lowering durations.

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Posted by: kal.4350

kal.4350

It is bad design. Even if it is there to balance something, it’s still bad design.

You can bring 50 (or infinite) nukers to an event but only 3 bleeders

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Posted by: Swagman.9013

Swagman.9013

https://forum-en.gw2archive.eu/forum/game/gw2/No-love-for-condition-builds/first#post219965

Oh look at that it’s still on the front page guess you must have missed it somehow, and what do you know Jon Peters says they are looking for ways to improve condition builds, bleeds a condition right?

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Posted by: andybmcc.8751

andybmcc.8751

Bosses are objects, right?

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Posted by: Bsquared.3421

Bsquared.3421

Nobody makes me bleed my own blood!

/thread

Nerfedname – Elementalist
Legion of Anvil Rock [XXIV] – Anvil Rock

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Posted by: Zenyatoo.4059

Zenyatoo.4059

Uh well, someone correct me if I am wrong about how bleed stacks interact. But from my understanding

1. each bleed stack is an extra tick of damage per second
2. at 25 stacks of bleed, coming from different sources, the damage is based on the highest condition damage
3. this highest condition damage then gets used 25 times a second, even if the person responsible only put say 8/25 stacks on there.
4. once the bleed duration for the highest damage bleed ends, it goes to the next highest and so on (which may occur, even if the bleed stacks never drop below 25)

the concern is this. Lets say you have 4 necromancers, all who (for the sake of the matter) can apply 25 stacks of bleed.
But one of them has double the condition damage of the other 3.
Lets say his bleeds do 100 and the others all do 50

were this normal damage you would see
25 * 100 = 2500
25 * 50 * 3 = 3750
for 6250 overall damage per second

However without a bleed stack cap (and you assume the necro is constantly re-applying his stronger bleed)
you get 100 ticks per second. Of the 100 damage bleed. For 10,000 overall damage per second.

And this will stack infinitely. Basically the highest condition damage necromancer there, assuming he’s constantly applying his strongest bleeds, will be upping everyone’s bleed damage at a rather crazy rate. Something that doesnt happen with normal DPS.

Now I do agree that it’s kind of stupid for necromancers during world boss fights, or even events to get credit (as your bleeds wont give you the damage to get credit). Anet needs to find some way to change that, but I believe that removing the bleed stacking isnt the answer. At least not entirely. I could certainly see upping it to 50, 75, or even 100 on world bosses, despite the stacking principles.

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Posted by: CC Charles.3675

CC Charles.3675

Community Coordinator

Hi there,

As our friend Swagman nicely noticed, there is already a thread talking about this topic here.

Please post inside if you want to continue this discussion.

Thanks!