Condition Damage, Duration and Power items.

Condition Damage, Duration and Power items.

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Posted by: Derigar.7810

Derigar.7810

We need a way to make Condition builds as viable as Power builds in PvE, so I’m very curious to why this combination does not exist yet.

Main addition = Condition Damage
Secondary = Duration and Power

The name could be something like Miasmatic or " – of the Miasma"
Resource needed could be something like a toxic flower found in the jungle.

Please make this viable.

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Posted by: starlinvf.1358

starlinvf.1358

Conditions are viable….. Crit damage is just better. As for why. Because they want to release the logical combinations last, so we’re more likely to grind the other slightly better on paper stats, only to replace them later.

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Posted by: Derigar.7810

Derigar.7810

Conditions are viable….. Crit damage is just better. As for why. Because they want to release the logical combinations last, so we’re more likely to grind the other slightly better on paper stats, only to replace them later.

That made no sense at all.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Actually the zerker equivalent for condition damage would be:

Primary: Condition Damage
Second: Condition Duration
Third: Precision

Almost every class has an X condition on crit trait, plus X condition on crit sigils and X condition on crit runes.

They would need to revamp how condition duration works, and make it like ferocity, with a soft cap closer to 200% rather than the current 100% hard cap.

Another viable option would be allow conditions to “crit”, not for double damage, but for double duration.

These changes would also necessitate a ~20% reduction in burn damage to maintain balance.

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Posted by: Derigar.7810

Derigar.7810

Actually the zerker equivalent for condition damage would be:

Primary: Condition Damage
Second: Condition Duration
Third: Precision

Almost every class has an X condition on crit trait, plus X condition on crit sigils and X condition on crit runes.

They would need to revamp how condition duration works, and make it like ferocity, with a soft cap closer to 200% rather than the current 100% hard cap.

Another viable option would be allow conditions to “crit”, not for double damage, but for double duration.

These changes would also necessitate a ~20% reduction in burn damage to maintain balance.

YES! I’d love this so much!

I honestly love Condition Engineer, but using Rampager gear just doesn’t cut it for me…

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Posted by: Tim.6450

Tim.6450

The problem with increasing duration is that at some point it becomes useless, necromancers are a solid example of that. Necromancers can trait & gear themselves to multiply the bleed duration of the scepter skills with factor 4. This sounds great but it now takes 20 seconds for the auto attack too reach its full damage potential. So if you kill something in less then 20 seconds your first attack didn’t even have it’s full damage done. That’s just the auto , scepter #2 can be cast three times and the first one still haven’t done it’s full effect. The last offender of duration is blood is power lasting a whole minute with 100% duration, a whole minute… .

No sinister is the best option since you already have a base damage on the skill, geared for precision for extra procs and you have base crit damage of 50%.

EverythingOP

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Posted by: FrostSpectre.4198

FrostSpectre.4198

Well, we just have to wait for ANet’s big project to update vanilla and dungeon mobs (most likely excludes starter maps) with more capable mobs, that don’t let full Berserker DPS builds to knock them around.

I think some of my point was either misunderstood or lost here, in particular reading Nikes comments on the youtube section so I’ll try and clarify more simply:
We like the way combat works right now, we really don’t plan to change it much other than add more options with elite specs. It works the way we intended: you can play control, support, and DPS actively. To folks who prefer to define by the holy trinity, Gw2 doesn’t force you to pick one of the three from heal, tank, or DPS and only do that – it blends a mix depending on your build and allows you to actively swap roles or soft play between roles. Our goal was to remove the forced singular role per you’re locked into, people often mistake this as saying gw2 has no trinity elements, that isn’t true – we just don’t believe in a forced role per for Gw2 for the reasons I covered in the live stream.
That said the point I really wanted to make in the live stream was the issue with the combat system in PvE isn’t the combat system. It’s that the mobs and encounters we have provided so far very rarely allow/encourage you to make use of the combat system as intended. There are some exceptions, but one of our goals with HoT is to help allow more room for players to experience the full range of the combat system in PvE. From the common world mobs up to the challenging group content we will talk about later, we are asking our design team to design encounters in PvE more focused on using the system we have built.
Hope that helps a bit! – CJ

https://www.reddit.com/r/Guildwars2/comments/3czh8f/wooden_potatoes_guild_wars_2_new_maguuma_teaser/ct0zl4g

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

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Posted by: Ayrilana.1396

Ayrilana.1396

Conditions are viable….. Crit damage is just better. As for why. Because they want to release the logical combinations last, so we’re more likely to grind the other slightly better on paper stats, only to replace them later.

That made no sense at all.

It doesn’t make sense because you’re treating viable and optimal synonymously.

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Posted by: Thaddeus.4891

Thaddeus.4891

The thing is condition is optimal in some situation for PvE. Ranger and Engineer are both better in Sinister than in Bezerker. Engineer only for 14sec or more fight, but that include the majority of fight unless you do record run.

And the reason why not much other profession are great in Sinister is mostly because Burning is so much better than Bleed. If they could balance that out, profession like Warrior, which rely on a lot of bleed, would before a lot better with condition damage in PvE.

But ya, they could do a lot of different thing to make condition more on par with direct damage.

Thaddeauz [xQCx]- QC GUILD

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Problem is if needing condition duration:

you’ll get 10% from toxics
you’ll get 40% from several foods
(you’ll get 20% from giver’s weapons… if you want to…)
(50(-70%) condition duration total)

you’ll get 10% condition duration from sigil
you’ll get 10-15% condition duration from runes
(25% duration)
OR
you’ll get 40-45% specific condition duration from runes
you’ll get 20% specific condition duration from sigil
(65% specific condition duration)

AND
you’ll likely get some (specific) duration increase from traits

Even if you’d get it fixed into armor I doubt it would be more then 5% per piece. also only 1 piec was delivered with actual condition duration (Giver’s) which was ignore in ascended making and has seen no comparable things made.

^Seeing previous post regarding sinister, I agree bleeding warrior is not so strong, like necromancer… It cannot keep up due to the bleeds and poison being so much lesss powerfull and the rate of condition application is severely lacking… even with terror (extremely short duration) an soon chills to do dmg necros and reapers will be weak.

though necro has the only bleed application which will hit the duration cap (with 100% duration and scepter BIP will give a 1 minute bleed (easily).

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: Beldin.5498

Beldin.5498

you’ll get 10% condition duration from sigil
you’ll get 10-15% condition duration from runes
(25% duration)
OR
you’ll get 40-45% specific condition duration from runes
you’ll get 20% specific condition duration from sigil
(65% specific condition duration)

I prefer the second at the moment on my engi and ranger, Balthazar Runes
and the sigill that give 20% burning duration

EVERY MMO is awesome until it is released then its unfinished. A month after release it just sucks.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.

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Posted by: Misguided.5139

Misguided.5139

Another viable option would be allow conditions to “crit”, not for double damage, but for double duration.

Actually, the better way to do condition criticals would be to compress the damage into half the duration, so a 10 second bleed becomes a 5 second bleed that deals the same total damage.

Condition Damage, Duration and Power items.

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Posted by: Tongku.5326

Tongku.5326

We need a way to make Condition builds as viable as Power builds in PvE, so I’m very curious to why this combination does not exist yet.

Main addition = Condition Damage
Secondary = Duration and Power

The name could be something like Miasmatic or " – of the Miasma"
Resource needed could be something like a toxic flower found in the jungle.

Please make this viable.

If it were up to me, I would make the following changes to the game in order to make conditions viable:

1. Get rid of the -40% and +40% condi duration foods. As is, I easily hit and surpass 100% condi duration, for example, bleed necro or mes with krait runes, or burn engi or ele with balth runes. We still use the +% duration foods because the account bound ones are just too expensive to make and these still give a +duration on our non-primary condis.

Incrase condi durations by about 20% (instead of the food 40%) via traits.

This change BTW would make better balance in WvW as well as PvE. In PvE it would be a little bit of a nerf, but that would be offset, by what I typed below.

2. Increase average mob toughness by 20%. Leave some mobs as they are, increase toughness on some that make sense to do so (heavily armored) and especially do this with dungeon bosses. Right now most if not all dungeon bosses seem to have very low base toughness and a large pool of hitpoints, change that up. Some of them should be much lower health pool but much higher toughness instead.

3. Get rid of or minimize the boss immunities to various CC, condis etc. Instead, give them abilities to break out of CC and do dmg, give themselves aegis, prot or equivalent etc.

4. Improve AI. Don’t let them just stand there, do practically nothing just soak up all the damage, let them defend themselves and players overcome those defenses.

Out of that, the toughness bit would be easiest to impliment, it would be the least expensive when considering dev time and scale of changes. Also, this is one way to balance condis only in PvE, without affecting other game modes, so this is another + of it.

Heavy Deedz – COSA – SF