Changing how conditions work with objects

Changing how conditions work with objects

in Guild Wars 2 Discussion

Posted by: reedju.5786

reedju.5786

Now this may not be the perfect place for this thread, but seeing as how I think it is widely needed in WvWvW, PvP, and PvE I figured I would put it where I am most affected. Currently it is pointless for any condition build to attack or try to destroy inanimate objects, Treb, PvE objectives, Siege machinery, etc. I think this needs to change.

I understand that bleed on a box wouldn’t make much sense. Easy fix, have bleeds, poison, confusion, and all other condition that lacks logical effects on objects change based on whether they are interacting with players or with objects. For example, instead of confusion, a mesmer would place “sabotage” on siege weapons or trebs and they would take subsequent damage for each activated ability. Bleeds could convert to “rot”. Burning/vulnerability/slows should already work as most of them would make perfect sense as is.

Why should this happen? Because there is no reason to gimp condition builds in PvE dungeons, WvW, and on a much smaller scale, PvP because Arenanet decided they objects would be immune. Solo questing on my condition necro means that I get to skip over any heart that has object destruction needs for completion. Because lets be honest, its no fun spamming an ineffective low damage attack on something that cannot move or react without the best part of the ability (conditions).

It doesn’t need to happen immediately, but it is definitely what I would consider a major change that needs to happen for your basic MMO standard of living improvement.

Black Avarice

Changing how conditions work with objects

in Guild Wars 2 Discussion

Posted by: molepunch.5673

molepunch.5673

If I’m not wrong you cannot crit objects either. Only raw Power has effect.