DoTs Effects on Non-Living Entities

DoTs Effects on Non-Living Entities

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Posted by: Warblood.8542

Warblood.8542

I was wondering, why are undead affected by things like bleed, poison, and blind (well the last one may be a magical effect)? Isn’t part of the point of having an undead army (and the dread of facing one) the fact that they’re hard to disable and kill – that they don’t tire, and aren’t susceptible to things like poison or bleeding (or getting appendages removed, for that matter)?

The same goes for elementals – how do you poison something that has no circulatory system?

I believe removing these elements from non-living entities will make the game more challenging, as well as more diverse (right now undead are mostly the same as living creatures, only with different models). It may also be a good idea to give different beings different weaknesses instead.

DoTs Effects on Non-Living Entities

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Posted by: BurnedToast.3781

BurnedToast.3781

Condition damage is already highly inferior to power damage and you want to make 90% of the endgame immune to it?

notsureifserious.jpg

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Posted by: Arquin.1349

Arquin.1349

Normally I would support this, but since some classes and builds heavily rely on one type of damage, this would hurt the gameplay even more.

It could have worked in a MMO which let us have more than 10 skills, but not here. Nope. Condition damage is already fairly inferior and unreliable.

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Posted by: Magiofdeath.2745

Magiofdeath.2745

I’m glad I strayed away from Wilderness Survival on my ranger, seeing how bad cond dmg ended up being. I swapped over those 30 pts to Skirmishing because throwing traps and having reduced cooldown on traps is nice. I go with rampager’s armor, and eventually will make coral exotic jewelry set, because I want to see how high crit can go with full set and full stack of superior perception sigil.

Fort Aspenwood | Kurzick ftw!

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Posted by: Shindar the Reaver.2518

Shindar the Reaver.2518

Condition damage is bad enough as it is for many classes. Just slapping on a condition immunity to some things would not promote any kind of diversity.

If you buffed condition damage so that it was superior to flat damage in other cases, then you’d have a more normal system. Not sure how I feel about this.

I like it when a character is better or worse against certain monster types based on their skill choices, but only if it varies within a single dungeon. If a dungeon is nearly all undead for example, a condition damage build would be screwed for the whole dungeon. That’s stupid.

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Posted by: Warblood.8542

Warblood.8542

Hyleks are already immune to poison. The mobs that are immune to poison and bleed could have other weaknesses, and there could be other types of condition damage… That’s what I partially meant by diversity – you would have to use a different set of skills and weapons against differing foes.

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Posted by: Auesis.7301

Auesis.7301

Yeah, no. See, most of the level 80 content will be against and is already against creatures like this (Risen, Elementals). You would choose to effectively wipe out any condition build for any end-game content. That is not viable.

Gnome Child [Gc]
Resident Thief

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Posted by: Assassinin.4963

Assassinin.4963

If going by your logic that undead should not be affected by such conditions as bleed and poison, then necromancer profession should be immune to them too. Necromancer in some other games is technically classified as undead.

I don’t know about GW2. They may view necromancer as not undead. If they can classify WvW as PVE and not PVP, then anything is possible.

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Posted by: Cyricus.2981

Cyricus.2981

It’s very easy to explain why they are affected by conditions.

Blind certainly would work, even if non magical. Undead have eyes, or other senses to track their intended victim. In the case of no eyes, you are blocking out whatever they rely on. We typically think of blind in regards to the eyes, but cutting off someones sense of smell when they rely on it to get about is effectively the same thing. Or hampering someone’s hearing when they use echo location is another example. They effectively can’t “see” when you do this. Besides, I’ve seen plenty of vampires or zombies over the years that are hampered by such.

Bleeding is harder to explain, but when you think of it as whatever life essence they rely on or such, it becomes easier. You can bleed something out that doesn’t even have blood, in the traditional sense. If you are filled of puss and goo that holds you together, and I cut and drain that from your body, aka bleeding, then eventually you are going to drain out/become unstable/etc. Lets take a water balloon as an example, it exists in it’s current form, you poke holes in it, and it slowly withers and shrivels. Some undead even rely on blood to sustain their own life anyways.

Poison is a broad term. You can poison something with something as simple as water if they are made in such a way. Take holy water for instance. It’s like acid to undead. If they drink it/inject it, it’s going to turn their insides to mush, just like a poison. Pollution and chemicals easily effect the elementals as well.

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Posted by: Assassinin.4963

Assassinin.4963

You can’t use logic to explain everything. Try explaining why undead NPC has health point (hp) in the first place. What is health to an undead? Aren’t they already dead? Why certain undead has 10K health point while other has 5K health point? Some undead more ‘healthy’ than others?

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Posted by: Dead.7385

Dead.7385

Wow with that you would have absolutely killed any condition specs chance of ever seeing Arah or CoE. It isn’t that great of chances as it is now either.

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Posted by: mulch.2586

mulch.2586

The fire creatures like you find in Mt Maelstrom are immune to burning.

Ideas like this have been around since D&D where skeletons took only 1 damage from arrows and fireballs would heal fire elementals.

GW2’s style is to be extremely simple.

Certainly you could have systems where blunt and slashing weapons perform worse against heavy armor, where Krait are immune to water damage, etc. Generally to make it fair, you give vulnerabilities as well as resistances, so the critter that’s resistant to fire takes damage from “chilled.” Could make for a game where you’re more strategic about weapon and ability choice. I’d enjoy that, if it were in game.

But consider what GW2 is for. It’s a non-sub game with 2+ million accounts sold. Its appeal is it’s prob’ly the easiest mmo ever, easy to jump into, no need to study, no complicated skill trees or anything like that. K.I.S.S. is more consistent with the mission.

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Posted by: Cyricus.2981

Cyricus.2981

You can’t use logic to explain everything. Try explaining why undead NPC has health point (hp) in the first place. What is health to an undead? Aren’t they already dead? Why certain undead has 10K health point while other has 5K health point? Some undead more ‘healthy’ than others?

Actually I can explain that pretty easily. They are “living” dead and that is the effective health level it takes to destroy them. It isn’t actually how “healthy” they are, in the way you are trying to use it. And yes, some undead are more tough than others and harder to destroy. Make sense?