Condition Damage Stack Suggestion

Condition Damage Stack Suggestion

in Guild Wars 2 Discussion

Posted by: Daniel.7369

Daniel.7369

Not sure if this has been suggested before but I think I came up with a possible fix to the condi situation for dungeons atleast.

Currently we can increase total condi damage by increasing condi damage and condi duration. We can currently stack a max of 25 bleeds on a enemy, what I suggest is that we lower the maximum to something like 10, but introduce a stat on armor that allows for more condi stacks.

For instance, non-condi players will only stack maximum of 10 bleeds, while a condi-players with this new condi specific armor will be able to stack up to 25 bleeds. This means that condi damage players will now have there own bleed stacks if they get the armor for it.

Although this is not a perfect fix it will however allow maybe one or two condi-players to be more useful in dungeons than what is happening currently. I also suggest we get rid of bleed on crit and instead buff condi damage to balance, this will mean players will be taking fewer bleed stacks and so there will be more to share.

Opinions?

EDIT: Another suggestion could be that this stack limit increases as we increase our condi damage instead of having as extra stat type. Sort of like how ferocity and crit dmg works.

TLDR:
- Decrease condi stack cap to 10
- Have new stat that increases max stacks you can apply
- Condi players have a higher stack limit dependent on there gear
- Condi players don’t share bleeds with zerk players anymore

(edited by Daniel.7369)

Condition Damage Stack Suggestion

in Guild Wars 2 Discussion

Posted by: Sagat.3285

Sagat.3285

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

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Condition Damage Stack Suggestion

in Guild Wars 2 Discussion

Posted by: Daniel.7369

Daniel.7369

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.

Condition Damage Stack Suggestion

in Guild Wars 2 Discussion

Posted by: Shiki.7148

Shiki.7148

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.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

(edited by Shiki.7148)