Nice post, but you forgot the condition damage stack limit. Which makes no sense at all, while the devs talk about “build-variety” all the time.
This is a problem I don’t have a solution for. If conditions were to last shorter but be more powerful, this would cause significant issues in PvP and WvW where people are already rapidly dying to conditions. If adding more time to a stack would deal damage, this would feel like condition damage turning into normal damage.
Looking at the seperate conditions, perhaps bleeding could get a slightly higher maximum (35?). To allow for atleast two heavy bleedfocused players in a team of 5.
For burning I would like to see the armour of PvE foes go up and the health go down, less skills that actually cause burning, shorter durations on burning. As of now the burning stacks up too fast.
For poison I would like to see more foes that use heals. Poison is pretty good at keeping this manageable. The duration issue is similar to burning but not quite as prevalent, since fewer professions can churn out poison with nearly every attack.
The other conditions are in quite a good spot if the foes in PvE were a bit quicker. Chill and cripple are currently rarely required to kite, this could use a change.
All these would only work in smaller group combat though. It would not help the world boss zerg-fests. So if you can come up with any good ideas on this one, please!
In my opinion with the actual content Zerker gear has to be drastically nerfed because there is disadvantage for not picking any defense.
So just making it less effective? Like say: critical damage as the primary stat, power and precision secondary? The new assassins gear would then be the go-to set.
The problem with just making it less effective is that there will always be a ‘most damaging’ set. As long as the encounters don’t punish you for using it, there is no reason not to. That said, I’ve heard that full berzerker gear deals double the damage that knights gear does. While knights gear isn’t twice as effective when it comes to defence. Reducing the gear without ruïning the equal stats on every set might mean a change in the way the damage formula works.
Well if anyone knows of a clean way to do it, that’d be great.
Now to the bosses. If you want to control them, something has to be done to Defiant. I think Anet doesn’t have to remove it, but the stack has to be reduced (lets say max. 5) for World bosses a higher limit is ok (i.e. one per player).
BUT with this change the auto attacks have to be modified to do no stuns, knockdown, … . Because 4 Mace warriors would probably permastun every boss.
Well, bosses could be sturdy enough to shake off stuns much quicker than a normal foe.
Because if a zerk team needs to poison a boss so that their ream damage is higher than the boss healing speed, no other stat composition in the game would be able to kill it.
This would be the case if the only way to damage the foe was through direct damage. If the toughness were particularly high, conditions would stand out.
Also, if the encounter was punishing enough to make running around with no defense silly, then berserker gear wouldn’t really be an option.
That said, you make a valid point. The healing reduction of poison is 33%. The damage output of full berserker versus most other gear is much higher than a 33% increase. If a foe were to be impossible for an average team to take down without poison it would be a breeze for the zerker team.
Then again, it would still reward the zerker team for thinking about keeping poison up, which is a small plus in my book. Ideally the foe would have a strong heal, but not an immense base health, making poison much more significant than damage.
Why? Because ANet seemed intended in making PvE experience that can be beaten by anything in any gear. It was the point of the trinity removal see? So that you never have to wait for THAT class with that build.
I don’t think the point of the trinity removal was to make everything beatable with any build. I think they may have overlooked the ease with which people with good reflexes can go through combat unscathed.
(edited by The Lost Witch.7601)