Bleed Cap
Nobody makes me bleed my own blood!
No doubt, you are right, but there are a lot of other threads about this horrible design choice.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
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
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?
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.
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.
Seems like it would be better solved by increasing condition damage and lowering durations.
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
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?
Bosses are objects, right?
Nobody makes me bleed my own blood!
/thread
Legion of Anvil Rock [XXIV] – Anvil Rock
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.
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!