Q:
(edited by Solzero.5380)
Q:
So what’s the real difference now that both burning and bleeding dots will be stacking in intensity? Unlike poison that reduces healing or Torment that scales while moving.
(edited by Solzero.5380)
A:
That would make me chose burn over bleed which I would consider bad game design. Like I said, every condi has a perk or counter-play. Chills put your skills on cooldown when confused – don’t attack. When taunted don’t move, and so on.
Your argument really doesn’t work. Chills, other than Reaper, do no damage. Confusion is getting reworked to do damage over time in addition to reworked damage per attack. So even holding back on attacking doesn’t prevent all damage. And Taunt is a CC. You don’t have a choice, you walk to the person that taunted you and just autoattack.
If you want to compare burns and bleeds, do it to other DoTs, like confusion, torment, and poison. And doing that, it works. Bleeds are super easy to apply and should stack really high, really quick. Meaning bleeds will do decent damage. Burns, while harder to apply and likely end up having much smaller stacks, will do more comparative damage. But keeping the stack high will be harder, so the consistant damage will be on par. Poison is fairly easy to apply and has the health reduction on it, so likely it will end up stacking as high as bleeds, but do less damage since it has the healing reduction built in.
Overall, it will be reasonably balanced, pending seeing the code working on the live game. We don’t know the specific formulae, but if we go by Arenanet’s word things should work out to be mostly equal.
Burn should be stronger.
Basically, bleeds at easier to apply and are easier to stack higher, but in turn they do less damage per stack. Burning will be harder to stack, but each stack will do more damage.
That would make me chose burn over bleed which I would consider bad game design. Like I said, every condi has a perk or counter-play. Chills put your skills on cooldown when confused – don’t attack. When tormented don’t move, and so forth.
(edited by Solzero.5380)
That would make me chose burn over bleed which I would consider bad game design. Like I said, every condi has a perk or counter-play. Chills put your skills on cooldown when confused – don’t attack. When taunted don’t move, and so on.
Your argument really doesn’t work. Chills, other than Reaper, do no damage. Confusion is getting reworked to do damage over time in addition to reworked damage per attack. So even holding back on attacking doesn’t prevent all damage. And Taunt is a CC. You don’t have a choice, you walk to the person that taunted you and just autoattack.
If you want to compare burns and bleeds, do it to other DoTs, like confusion, torment, and poison. And doing that, it works. Bleeds are super easy to apply and should stack really high, really quick. Meaning bleeds will do decent damage. Burns, while harder to apply and likely end up having much smaller stacks, will do more comparative damage. But keeping the stack high will be harder, so the consistant damage will be on par. Poison is fairly easy to apply and has the health reduction on it, so likely it will end up stacking as high as bleeds, but do less damage since it has the healing reduction built in.
Overall, it will be reasonably balanced, pending seeing the code working on the live game. We don’t know the specific formulae, but if we go by Arenanet’s word things should work out to be mostly equal.
What I meant is that every condition has a mechanic behind it, While burn and bleeds are going to be just dots.
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