Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]
Before the changes to conditions each condition had it’s own feel to it. Burning hit hard but could not be stacked, bleeding could hit harder if you stacked it high, poison reduces healing, chill reduces movement speed and attack speed, cripple just movement speed, and so on.
Now with the changes to conditions, burning and bleeding are basically the same condition one just scales better with condition damage. What if burning gave 10% movement speed? Kinda thematically fits, your on fire you are going to run faster. Also fire seems to be the go to condition for damage (when available) and this would be a little nerf to that particular condition. Overall I liked what the condition update did for condition players, they now can experience damage levels similar to zerker builds. Just feel that Burning and Bleeding lost their identity/uniqueness in the update.
tl;dr:
Run 10% faster when burning to give the condition some uniqueness and a small nerf.
There is a uniqueness. Bleeding deals less damage with small number of stacks, but has longer durations so it’s easy to stack more and deal overall decent damage, plus it ticks more often. Burning on the other hand can’t stack much and has slightly shorter durations, but hits pretty hard, and ticks per second.
I’m still at the overall opinion that conditions need an complete redesign
This being said I think GW2 needs Conditions like this now:
Bleeding
Reduces the Endurace Regeneration by 3% per Stack and reduces each 10 Stacks also the Endurance Bar down by 1, if you suffer also on Weakness or Vulnerability at that moment. – Intensity
Burning
Deals Damage over Time. Spreads over to nearby Enemy Targets, when the Total Stack goes over to a Stacking Number times 5 (5,10,15,20,25…) – Intensity
Poison
Reduces incoming Heals by 50% and slows Movement by 33% – Duration
Cripple
Incoming Critical Hits have a chance to daze you for 1/4s and you can’t swap weapons anymore. – Duration
Confusion
Friendly Fire is deactivated for you. Your Skill Effects will deal now also Damage to your Allies, while your AoE Buffs count also for enemies. While being confused do you receive Damage when you use Weapon Skills. – Duration
Pain (renamed Torment)
Receive Damage over Time, when you move around
Increases Damage by 1% a Stack of other Damaging Conditions, while not moving around – Intensity
Blind
Have a 50% Chance to miss your Targets. Attacks that hit are glancing hits, which can’t critically hit. – Duration
Weakness
Deactivates for you while Weakness is up the ability to gain new Boons and reduces per Stack 0,5% of all Main Stats* – Intensity
Vulnerability
Increases incoming Damage of all sources by 1% per Stack – Intensity
Slow
Reduces your Attack Speed by 33% and slows the Cooldown Time of your Skills. – Duration
Chill
Deactivates for you for a moment the ability to use your Healing Skill.
Increases the Cooldown Times of recharging Skills – Duration
Stun
Skills need longer to activate and increases for you the Cooldown of your Elite Skill when used while being stunned significantly per Stack – Duration
Sleep (instead of Daze)
Interrupts you for a longer while, but the Enemy gains some Health back per second, while he sleeps. This interrupt gets broken, if the sleeping target receives Damage) – Duration
Apathy
Deals significant Damage per Stack when being interrupted and reduces Durations of Conditions the Target can cause by 1% per Stack. – Intensity
Petrification (Replaces Immobilize)
Disables Skill Usage and Movement. – Duration
Disease
Damages over time, while not moving. Spreads other natural physical Conditions like Poison, Cripple, Weakness, Blindness or Vulnerability to nearby Targets when they stay near to the diseased target longer than 3s and increases their Duration times by 1% per Stack – Intensity
The main role of Conditions is CONTROL and not DAMAGE… if you want DAMAGE as your role, you go for a Direct Damage build!! Condition Damage should not completely replace Direct Damage. Condition Damage should be a complementary thing to direct damage, the focus of Conditions needs to stay always at controling the battle to your favor.
So if you go for Control, you shouldn’t also be super good at dealing damage by spamming an enemy full with tons of damaging conditions at the same time, that do the job for you in a matter of seconds. Thats no skillful playing, if you let an automatic mechanism do the killing for you, instead of you attacking the foe directly and makign usage of skillful positioning and skillful reflexes to react on what your enemy does instead of doing a permanent ridiculous waiting game.
There should be damaging conditions yes, but using them shouldn’t make direct damage practically total obsolete.
They should just help you by controling the battle to your favor, which Burning would do better, if it could spread over to other targets…
What Apathy would do and reward skillful playing over spamming conditions by focussing on interuptign your foes usign right skills at the right time.
What Confusion would do, when used at the right moment against zerging groups to break them up and prevent them from permanent stacking.
What Pain would do to control the enemy to move not around so much anymore, if it would generally hit a bit harder, therefore that it hurts not anymore while not moving also.
GW2 needs lesser Damage over Time Conditions and more conditions which reward skillful playing and reward players for using the conditions at the right time to control the flow of the battle with them.
(edited by Orpheal.8263)
Reducing endurance regen. is a no-no, and I wouldn’t go to weakness path.
lol, why is that please a no no?
In a positioning based combat system, there is dodging absolute a key to win and to prevent perma dodging, there is a condition that reduces this absolutely needed for general game balance!
You also forget, that every condition in this game can be instantly removed with alot of different condition removal skilsl and methods, actively as like passively…
So I woudn’t freak so out, if there would beactually a condition, that reduces Endurance Regen.
it would be just another good tool to control the flow of a battle in a different way, like the others as like Slow, Chill or my reworked duration based Stun into a soft cc would do.
As said, my clear intention with these effects is to reward more skillful play with conditions in regard of using them mainly for controling actually the battle flow with them, because thas their MAIN ROLE, not dealing damage.
Thats why Damage, Control and Support exists, so that you have clear combat system mechancis, where each of them is specialized good for 1 thing, and doesn’t make somethign else of an other area obsolete because of senselessly trying to compete with the other roles. Thats since beginning of the game the main flaw of the Condition Design of this Game by Anet trying to turn conditions over the last years more and more into something, what they aren’t meant for by turnign them into a second damage source, that can even outperform by now direct damage easily!!
PS. also don’t forget that for PvE/WvW (if Anet desperately wants to keep Buff Food for WvW) exists also buff Food, with that you can increase your Endurance Regen by 40% and theres still VIGOR, which increases it by 50% …
I stay at it, that a condition which reduces Endurance Regen is an ABSOLUE MUST for this game!!
(edited by Orpheal.8263)
The main role of Conditions is CONTROL and not DAMAGE… if you want DAMAGE as your role, you go for a Direct Damage build!! Condition Damage should not completely replace Direct Damage. Condition Damage should be a complementary thing to direct damage, the focus of Conditions needs to stay always at controling the battle to your favor.
Why? What’s wrong with me wanting to burn and poison my foes to death?
If it reduces endurance regen then it is both deal damage and a control. The only way that will happen is if the damage also gets reduced. The amount of crying from that would drown more people than Zhaitan’s awakening.
There should be conditions for control and ones for damage. There have and will always be DoTs in MMOs and that will never change. And for the most part there are always classes or builds that focus on dealing damage over time primarily over direct damage. I HATED damage conditions before the patch. It was stupid that you couldn’t effectively match dps of a zerker build with a condition based one.
Bleeding doesn’t tick faster than burning. Consolidate your damage conditions and you’ll see that. Bleeding CAN stack higher and as a result does less damage per stack but ultimately they’re the same except at the moment burning just does more for less effort. Skills that apply 2 burning stacks and skills that are the bleed equivalent should apply 4 or have a lower cool down. OR give bleed a more unique identity. Wtf is torment? Get rid of that and make bleed hit harder if the victim is moving. THAT makes sense. Torment is fluff. Poison is great. It does pretty good damage and reduces healing which effectively is damage itself depending on your enemies build but poison is harder to stack.
I stay at it, that a condition which reduces Endurance Regen is an ABSOLUTE MUST for this game!!
Weakness already does this though…
Burning
Reduces Boon Duration applied to the target by 10% / 33% and increases intensity (Boon Duration reduction is flat but damage stacks, like Poison, and damage would be reduced to reflect functionality).
Bleeding
Make this a slow tick and low damage condition, but CR only removes a set amount from the stack instead of the entire stack, making it easier to stack and giving constant pressure.
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