Condis and Objects
+1 yes please. I have leveled a few characters now to 80 and the one thing than makes me cringe is having to destroy barricades etc for a heart on a condi build. What takes the warrior 2 seconds to demolish, my necro takes 30 seconds or more. A nice compromise would be to allow a “rot” condition on objects so as to speed up the process IMO.
would be just fair.. cause afterall i can get condi damage on my turrets now too… yea.. still salty about it and no.. i dont pvp and dont care whats going on there either.
But that aside yea.. now that condi stackers have equal chances to apply their damage its just fair they should allow to damage everything equally…also objects.
Jip objects need condis! If someone wants to ask how do you bleed a door, then I’ll counter with how do you bleed a rock elemental (which you current can in game XD )
A nice compromise would be to allow a “rot” condition on objects so as to speed up the process IMO.
An excellent idea, for those literalist immersion people who hate the idea of a bleeding door. Let conditions just have a different, appropriate name when applied to objects.
Bleeding → Structurally Unsound
Burning → Burning
Confusion → Warping
Poison → Rot
Torment → Stress (in the original, engineering sense)
Agreed, structures need to be conditionable
Build templates would also help, if there’s just no way to make conditions affect objects. If I could quickly swap out of condition builds to go mano a mano with a door, it would be a reasonable workaround.
Still, I’d rather have doors that could be set on fire.
Every object in the game would have to be set up for this to work.
You can’t poison a weapon rack.
You can’t confuse a weapon rack.
You can’t blind a weapon rack.
You cant bleed a weapon rack.
You cant stun a weapon rack.
etc.
Someone’s going to have to set immunities to every single object in the entire game…. unless of course they just do the lazy thing and allow all the conditions in the game to affect every object…. which would be really dumb imo.
Just make them take conditions, and convert each damaging condition automatically upon application to a new condition “Corrosion.” Corrosion would work because with the stack limit removal it would make sense to just combine all stacks together. It also serves to make role-play people happy by not bleeding inanimate objects.
It might take a little work but I think the coding effort would address an inconsistency between condi and pure damage players when it comes to turrets. WvW players would also appreciate this especially because a condi build might help kill a lot of players, but make them useless against the cannons/ac’s/etc.
Every object in the game would have to be set up for this to work.
You can’t poison a weapon rack.
You can’t confuse a weapon rack.
You can’t blind a weapon rack.
You cant bleed a weapon rack.
You cant stun a weapon rack.
etc.
Someone’s going to have to set immunities to every single object in the entire game…. unless of course they just do the lazy thing and allow all the conditions in the game to affect every object…. which would be really dumb imo.
It looks like you probably just responded to the OP, since the answer to one of your points is contained farther down in the thread.
On one hand, I can already poison a rock elemental, bleed an ice elemental, and confuse an ooze. Given that there is no great hue and cry about the immersion breaking nature of this, why would it be impossible to bleed a weapon rack or poison a gate? Are you calling for ArenaNet to go back and set up immunities for all creatures to fix these nonsensical condition applications?
On the other hand, it wouldn’t be terribly complicated to just have the name switch when a condition is applied to an object. When Necros poision a door, it instead becomes rot. When Mesmers confuse a centaur weapon rack, they insead warp it. When an Elementalist burns a totem, hey, they still burn the totem.
And make them vulnerable to crits. What could go wrong.
I think only burning makes sense here. there is no need to convert other conditions.
perhaps after enough duration of chill is applied the object just shatters.
I think only burning makes sense here. there is no need to convert other conditions.
So the professions that apply burning get some relief, but others like Necro are left out in the cold?
makes sense to me.. necromancers deal with life force and death. object contain neither of these. I’ve never seen a necromancer’s minions have trouble tearing apart objects.
I think only burning makes sense here. there is no need to convert other conditions.
perhaps after enough duration of chill is applied the object just shatters.
makes sense to me.. necromancers deal with life force and death. object contain neither of these. I’ve never seen a necromancer’s minions have trouble tearing apart objects.
Eh… you’re one of those…
Please refer to the follow post:
An excellent idea, for those literalist immersion people who hate the idea of a bleeding door. Let conditions just have a different, appropriate name when applied to objects.
Bleeding -> Structurally Unsound
Burning -> Burning
Confusion -> Warping
Poison -> Rot
Torment -> Stress (in the original, engineering sense)
makes sense to me.. necromancers deal with life force and death. object contain neither of these. I’ve never seen a necromancer’s minions have trouble tearing apart objects.
Are minion builds condi-based? I don’t have a lot of knowledge of Necros.
I’d think inflicting dry-rot on wooden objects would fit right into Necro’s style. Entropy in general, even.