(edited by Daniel.7369)
Condition Damage Stack Suggestion
If might stop affecting condition damage,percentage effects of conditions turn into numbers like vulnerability reducing toughness instead of increase of incoming damage and player can decide how much condition they have the stack cap would be no issue.
https://forum-en.gw2archive.eu/forum/game/gw2/PvX-Discussion-about-stats/first#post4836252
The Dhuumfire thread
I believe that my suggestion is better as it doesn’t change the game too much, it just adds one more stat type, and changes the condi players max dmg stats from condi dmg + condi dura + precision (when traited) to condi dmg + condi dur + condi stack limit.
zerk players will see no changes to there game play.
I have another idea to “fix” bleeding. Make each skill that applies bleed only apply x stacks of one second bleed. Damge ticks each second, removing one stack after another. The more bleeds you stack, the faster bleed will tick, and hence the faster bleed-stacks will count down. if the limit and rate at which the ticking becomes faster, the cap should only ever be reached in extreme cases like a large group of all condi players. Also, give 1 extra stack of bleed for every 50 or so condition duration.
Example – Mark of Blood : applies 6 stacks of bleed (damage adjusted to be the same as the 8s 3 stacks before). Each second one stack goes away while damage is applied.
Now another skill is applied on top, changing it to 12 stacks of bleed. Now, because more than 10 stacks are on the target, the first two stacks will tick away within half a second.
Next scenario: 25 stacks are applied all at once. The first 5 stacks will tick away within one quarter of a second each, then 10 stacks that tick at half a second, then 10 stacks that tick away every 1 second.
(All numbers in this example are simply chosen to make a point and would need a lot of fine-tuning).
With this system, it would stay “logical”, as the more wounds you have, the faster you’d bleed out. If implemented right, loss of damage because stacks are overwritten if more bleeds are applied after the cap is reached should be gone from dungeons and most PvE scenarios (excluding world bosses). It wouldn’t require to increase the stack-cap (at least not by much) and changing it so that every player has their own stack also wouldn’t be needed.
Although, each player having their own stack would be the perfect solution, if it wouldn’t break PvP, WvW and propably make the game come to its knees at world-boss-fights. Although I’m still wondering how 100+ players stacking individual stacks of 20 on trashmobs all over the map are supposed to require less amount of ressources than applying all of them on a single target as seperate stacks…
The PvP issues could be resolved by adding an effect like “increase defense against conditions for every seperate stack of it by X” to the amulett. Although the biggest problem would still be WvW, so they could make this a thing players always have, and only make it work for stacks by other players, and leave the current mechanic for mobs on players only.
Now, I’ve seen a lot more ideas, like make the staks go pop for massive amounts of damage when 25 stacks are reached (-> not "logical – why would they smehow instantly “heal” their bleeding?) or applying all extra damage from condis after 25 stacks as power-damage (would propably break it… i mean the total damage condis do after they all ticked down is usually a lot higher than a direct hit…or should be, otherwise why have someone take 500 dmg over 3 seconds when you could do 500 dmg 3 times within that timespan using an autoattack?) , but, well they have their problems.
(edited by Shiki.7148)