You guys miss the point: I’m not trying to fix the issue. I’m trying to turn the issue into something new and unique for DoT mechanics in GW2. Of course the simple solution would be to somehow make each condition per player and not grouped up into an enemy: but that’s not going to happen anytime soon. I repeat this 398538641 times but no one seems to listen. If you know your suggestion is already attempting to break technical limits, why do you persist on it?
My idea utilizes the cap limit and turns it into its own unique mechanic while greatly boosting group condition damage where it doesn’t exist without changing individual small group play or PvP at all.
So, if you know your solution is going to break technical limits….
What technical limits are those? Are they the technical limits that prevent WoW from accounting for damage over time by player? No, that’s how they do it—they are somehow breaking GW2’s technical limits. My position is that there is no technical reason for NOT accounting for all damage by player. And, since accounting for all damage by player is the only thing that will ‘fix’ condition damage, this is significant.
There are no technical limits here. I do believe that A-net has painted themselves into a technical corner, but they simply need to fix it. ’I’m sorry but the computer can’t do that’ worked well in the 1960’s, but it’s not going to fly in 2015.
My solution doesn’t break technical limits. It’s a single calculation for damage, like you said, is just damage. It converts incoming condition damage without a need to store anything because its immediate, like regular damage.
World of Warcraft usually has a max of 5-8 debuffs per player. In a 25 man raid, we are looking at less than 255 debuffs tops.
GW2 needs to track more than 93 per player if what you are suggesting does go through. Right now, its per enemy.
It also destroys PvP because of burning and poison. Do you not realize if they are managed by player it actually multiplies their potential damage? Merely having 2 people apply burning now has 2 instances of burn that keeps ticking. Burn would have to be nerfed to account for multiple scenarios which doesn’t help PvE and doesn’t help PvP either due to WvW battles ranging from 1 to 40 people.
The reason why WoW isn’t destroyed by this is because you have active, useful mitigation stats and active healing which can counter their effects. In GW2, you can hardly argue that regeneration is the answer. Should regeneration stack too? That’s more things to track, and makes PvE way much easier even with 1 regeneration from a healing power build.
Also, WoW’s combat system doesn’t use aim assist, which is way less taxing on servers than GW2 that uses collision based projectiles which can interact with objects and AoE based things (Wall of Reflection is an example).