I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
So far suggestions have been (Well ones that I’m aware of):
“Condition burst”
(It was about turning existing conditions into instant dmg, although the name is used on Engineer’s description to mean applying multible condition in short time…)
“Critical Condition”
(If I remember correct, this suggestion was about having conditions deal dmgXduration with crit dmg boosting it, when attack or the appliance crit hits)
“Advanced Condition stacks”
(Threshold of certain stacks, of certain conditions, would inflict unique condition that deals more damage than it’s lesser condition)
“Condition appliance Threshold”
(Conditions with low cond dmg or dur will not override conditions stacks that have higher stats over this threshold)
Don’t remember what else there were, and the kitten search function works somewhat, but only finds 2 topics with word “condition”….
Well, I’ve thought another idea to this list of suggestions, but dunno if someone else already suggested this (kitten search function can’t find anything).
“Condition appliance Threshold”
If the applied condition’s damage or duration don’t meet certain threshold, they won’t override pre-existing highcond-dmg/dur conditions.
According to Wiki page Level 80 attribute values:
These numbers could be base for lvl 80 threshold, and scale down accordingly.
It could also include the Trait line boost of 300, so that there’s “par” for threshold.
Example:Threshold is 617 (~=600) or 698 (~=700) and have minimum condition duration threshold of 30% or 40%
(Although part problem lies on mob design too, but not gonna delve deep into that right now)
Post more ideas, I’ll add them to this post, if there are any…
(edited by FrostSpectre.4198)
I really like the Critical Condition and Advanced Condition stacks ideas. These two ideas combined would give condition damage a huge boost and would increase adoption rates of condition based builds. It would also encourage new builds.
I don’t like the threshold idea because (correct me if I’m wrong) it looks like those with lower condition damage builds would never see their conditions applied to mobs essentially rendering them useless to a party.
Is there a CDI for this?
Not at the moment it seems. Current CDI focuses on Guild Logistics.
I don’t see much of harm if there’s Threshold, since conditions require high amount of condition dmg anyway, running half Ă„ssed condition build wouldn’t be any good, rather go full Rampager or hybrid of 2 minor condition dmg boosting stat combos…
But the other suggestions could be quite good…
(edited by FrostSpectre.4198)
I do remember the devs talking a month or so back about how they tried numerous ways to change how stacking conditions worked. They found that removing the hard stack count of 25 would always crash their servers. I’m not sure if they are still testing possible ideas but I would like to guess and hope so.
condi is horribly strong in small scale battles in PvP and in WvW in general, they really don’t need a buff, but they dont really need a nerf either.
They actually need to be destroyed totally and reworked from the ground up cos they just don’t work properly.
But it’s never gonna happen, so leave them as is.
Yes, like TrOtskY said, Condition damage as is may be useless for PvE, but it’s really kitten strong in PvP and WvW.
In its current form, any, even relatively small buffs to Conditions would perhaps make them viable for PvE, but as a result it would completely shatter the balance of PvP and WvW.
The only option is to re-design how conditions work, and that, i’m afraid won’t be coming any time soon.
Another idea that I’d just throw out there, since I’ve got combos on the brain:
Standard/Combo Condition Separation: Pretty simple. Combos apply a separate condition/occurrence than of their condition with different scaling than normal.
The idea isn’t a solution by itself but perhaps coupled with other ideas, it will help condition users on teams since it is more reliant on team cooperation, it’d be harder to reach max potential than standard bleed/burn by yourself.
Make it so that Combo: Burn, etc. heavily scales with condition damage and duration. If your build has 0 +duration and low condition damage, that burn would be very short and do barely anything. For a coni-user, Combo: Burn would be heavy and last a bit longer.
Once more, since you can only combo with 1 field at a time, to get the most out of this, you require a coordinated rotation to get max effect from Combo: Burn/Poison/Confusion.
The same can be applied to other stuff like Combo: Regen/Retal/etc, but aimed at builds specifically strong in +Healing Power/Boon Duration. Although, you might limit this to sPvP and PvE.
The reason conditions were capped was supposed to be performance related (server side), I forget what thread that was in, and not actually balance related. As such, I like the idea of advanced conditions. 25 stacks and you gain an new condition, replacing the 25 stacks that does much more damage (20-25x?).
Would also say that it might be interesting for conditions to have a chance of a condition burst perhaps related to your critical chance. so, if your crit chance is 50%, then an applied condition has a 50% chance of dealing all of its damage in 1 shot. This would not be critical bonus damage, just maybe taken from the same stat. Of course, conditions were meant to be over time so there may be a balance issue there and, if so, the condition burst could have, say, a base damage of 50% of the total damage over time with that 50% multiplied by your critical damage. So, crit damage of 150% = condition burst of 75% damage. or something like that if the balance is an issue. But, as mentioned, this might should be only applicable in pve.
This would also deal with the fact that, for some conditions like burning, stacks are in duration. so many many times, especially in a large group, a new stack of burning is completely ignored. condition bursting would at least allow some of that damage to be put to use.
All of this discussion needs to keep in mind the multiple things Anet has to consider when doing ANY changes with Condition Damage:
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