Conditions Today
Conditions have become a major part of the game now especially since conditions have been revamped and such, but this leads to issues. I’ll be talking from a Ranger’s perspective because it’s my main. I’m not trying to cry about Rangers, but it’s the only perspective I have.
Issues:
1. Players have too much access to conditions. By this, I mean that players can stack insane condition stacks in seconds, dealing ungodly damage.
ex. Reaper can stack 35+ stacks of poison….
ex. Guardian can stack 15+ stacks of burning…
ex. Rangers can stack 35+ stacks of bleed… (mad king + hunter’s call)
2. Conditions, like vulnerability, has become devalued. Nearly every profession has access to vulnerability, and those skills/utilities/etc that do apply huge stacks. This means nearly any class can amass the maximum number of vulnerability stacks.
ex. A vast majority of “critical hit” traits apply vulnerability.
ex. Skills like “On My Mark!” 10 stacks. Rapid Fire 10 stacks.
The same can be said about the boon, swiftness.
3. Skills should not apply multiple, arbitrary, random conditions.
Yes, some skills should have access to multiple conditions, but very, very few should, as this further devalues conditions. I’m all for skills having access to powerful conditions, but multiple condition skills should not be so prevalent or powerful.
Let’s look at the Berserker’s Primal Burst skill: Skull Grinder, just as an example. This skill applies: blind, weakness, confusion, cripple, daze. Yes, this skill should be more powerful than normal weapon or utility skills being a part of the Berserker’s class mechanic, but, really 5 conditions. Being that you can add conditions to skills with sigils, runes, and traits completely devalues any other classes’ ability to provide those conditions. Imagine a Berserker taking a sigil of ice (chill on hit), sigil of blight (poison on critical hit), and Rendering Strikes (vulnerability on critical hit). That’s a total of 8 conditions on one skill, not to mention runes.
4. Classes that lack condition cleanse will feel the effects of condition spam more often than those high condition-removal classes. (I will ignore runes and sigils that remove conditions for simplicity sake.)
Rangers, for example, have two traits that remove condition(s) both in the same trait line, and only one can be equipped at a time. Rangers have access to one utility skill that removes condition(s).
Elementalists, for example, have access to three traits that remove conditions, and all three can be equipped at the same time. Elementalists also have access to four utility skills that remove conditions from themselves and allies.
Conditions cleanse should be a available to all classes and within a reasonable spectrum of each other (i.e. One class shouldn’t have two cleanse while another has seven). A reasonable balance, in my opinion, would be 3-4 per profession (not including sigils and runes). I feel this way because: having near infinite condition cleanse is basically immune to condition based builds, and having nearly no condition cleanse is basically instantly killed by 35 stack poison builds.
Yes, if you forgo taking your condition cleanse in lieu of something else, you should be punished. No, you should not be punished if your class has next to no condition removal.
5. Classes should have obvious distinctions between what condtions they should be able to access and what conditions they shouldn’t be able to access (Runes and sigils aside).
Rangers should have access to ample bleed, cripple, and burning(torch). As they are an obvious and distinct part of the class. This is what creates a distint difference between classes, and it doesn’t create a conglomerate of every class having every condition. Yes, ANET loosely abides by this (i.e. there is no slow on Ranger), but it seems all classes are gaining access to every condition instead of having a distinct separation.
But Rangers shouldn’t have access to fear, torment, or confusion. As they are not what should be considered part of the class. Conditions like fear and torment should belong to classes similar to necromancer.
I remember watching Guild Wars 2 initial release trailer and seeing the Ranger’s Bonfire skill be shown, and saying “This will be an incredibly awesome fire skill” or “THE burning skill”; but, sadly, nearly every other fire source in the game provides a much better burning with addition effects. Yes, Bonfire has its place, but it’s very lackluster comparatively.
Final Thoughs
Conditions have their place, but they should be distinct, intentional, and powerful. I feel there are several ways to help right the ship:
1. Conditions should be limited. For example, no skill should apply 10 stacks of confusion.
2. Conditions should be intentional and not apply arbitrary conditions.
3. Short cooldown skills should have short duration conditions.
4. The more often a condition can be applied the shorter its duration should be.
5. Less powerful conditions should have longer durations. A skill that applies vulnerability should last longer than a chill skill.
6. There should be very, few multiple condition skills.
7. Skill that do apply multiple conditions should be coherent. For example, if there was a skill called “Burning Light”, it could apply a short duration blind and burn. It should not apply something like blind and torment.
8. No professions should not have access to all conditions.
9. Actions such as raising the vulnerability cap to 50 and lowering the damage increase to .5% should be considered in balancing, if the amount of stacks players can inflict remains the same.
The list goes on, but I think everyone has the point. Some of these points could be made about boons. If ANET has their head on straight about how the want to handle conditions, fine; but as of right now, it’s out of control.
Thoughts?
(edited by UnitedChaos.8364)