As most of you (hopefully) well know by now, there’s a cap on condition stacks of 25. This means that in a scenario where you have two thieves attacking a boss and one of them can achieve a stack of 25 by themselves, the other one essentially becomes useless because they’ve got nothing to stack on. Quite a while back Colin Johanson said in an official interview that the reason this was so was due to hardware issues, and strongly implied that nothing was going to be done about it. The quote is in here:
There’s a cap on condition stacks of 25. In a scenario where you have two thieves attacking a boss and one of them can achieve a stack of 25 by themselves, the other one essentially becomes useless because they’ve got nothing to stack on. Is anything being done to address that to make them less redundant?
Colin: Currently no. Interesting statistic for you: every condition in the game costs server bandwidth. ‘Cause we have to track how often the condition is running, what the duration of that condition is and what the stack is. So the more stacks we allow them more expensive it gets because we’re tracking every additional stack on there. And so we could, say, you can have infinite stacks. Number one: that becomes really unbalanced. But number two: it’s actually extremely expensive for us, on a performance basis. That’s one of those weird, kind of back-end server issues that can help make game designer decisions regardless of what you want to do with it.
One of the things people have been talking about is having their own individual stack limit that they can apply, rather than an infinite amount on one boss.
Colin: Yes, it’s tough. It’s certainly something we can look at, it does drastically change the way that the professions play, right? It does say “you can no longer stack all of one type of condition”. It might change the skills on each profession if we were to do that. It would encourage a little more group play to some extent. It’s not something we’re really talking about, but it’s an interesting idea. I’d have to think a lot about what the effects of that would be overall, but it’s an interesting… interesting idea.
After a gigantic thread was made about this, what Jon Peters had to say about it was:
Actually this is not true and is something we are actively looking at. We have a number of solutions that we are talking about and when we are able to figure out which one will have the least impact on balance, performance, and testing we will put that solution in place as soon as possible.
Jon
Happily placating many players that were indignant about a core game mechanic being so fundamentally flawed.
It has been 3 months since.
3 months, and not even a smidgen of news regarding any changes to the way conditions work against other players supposedly helping you. 3 months, with no updates on how condition builds are just outright worse than Berserker builds on a fundamental basis.
Is this their definition of “actively looking at it”? I suppose if you read that literally then yes, they’re definitely looking at it, and not actually doing anything about it.
Can we get an actual status update on the condition cap problem, and not a damage control, crowd-pleasing lie? Does arenanet actually care about this?