Darkhaven
PPT Pusher/Fightmander
I feel like condi’s need to be capped in pve, I don’t find it fun or challenging at all for the games “supposed hardest bosses” melting in no time. I understand we wanted to put Condi on par with DPS, but in reality Condi does need a cap, a cap like 50 to 75 for stacks would be reasonable. Rather than letting them spike the stacks over 100 per stack. Please balance this out and make world bossing an actual challenge again rather than easy mode.
Actually I like that conditions are no longer hindered by playing with other people. If the damage is to high, a single player can keep bleeds at 20-25… 3 players should not be be hitting to TOTAL condi cap for world bosses. It punishes people for using anything other then power builds
Making the world bosses challenging has nothing to do with “fixing” condition damage. Suggesting that capping condition damage will somehow make world bosses challenging is the same as saying capping berserker build damage will make world bosses challenging.
The world bosses themselves need a rework.
Yeah, the problem is not that there is now no condi cap, it’s that there was previously a condi cap so world bosses were balanced around that. They simply need to be rebalanced now.
I’m not the only one noticing how Condi damage has made, world bosses even easier just by how fast they melt now, however knowing you three are probably condi users and will defend condi with your life.
They should redo the way NPC/Bosses really.
One random idea is to add in a “Life Force”. Which can be relatable to stamina or battle momentum. Life force would be fluid in the sense it is based on how the fight progresses but would still be initially set and scales. Life force would affect a regen on its HP, so higher the life force the more and frequently it regens, and vice versa. -Yes NPC will now auto regen but doing enough consistant damage to overmatch the regen will cause the life force to drop..
Life force also affects the NPCs abilities, damage output, defenses, etc as the life force decreases so does the difficulty, or it shifts focus depending on what type of NPC it is, one may shift its focus on more damage while being more vuln. While this already done somewhat during stages, stages are usually based on either time or HP, however since life force is more fluid stages could repeat if the players mess up.
There would have to be ways for the NPC to raise its life force, either by downing or killing players, hitting. crits or high damage with abilities on players, random “boons” depending on activation(preset, random, other) can increase life force regen or burst.
What this idea tries to do is create a balance between condi dmg/usefulness and alpha. Condi’s would benefit by in a sense battling against the Life Force, since consistent dmg would cause the life force to drop steadily, usually alongside good enough alpha. Where as alpha dmg would be needed to really just chew through its HP.
However it could make fights into a battle of attrition if you can’t overmatch both.
Condition users OP….Power users OP…..
What’s the big deal? Bosses are dying and people are having fun. I’m glad to see there’s a balance right now between Condi and Power, both are capable of killing bosses and when they work together they bring them down fast.
Quit trying to nerf your neighbor so you can look down your nose at him.
I’m not the only one noticing how Condi damage has made, world bosses even easier just by how fast they melt now, however knowing you three are probably condi users and will defend condi with your life.
For the past 3 years the game was balanced around only power when it came to PvE content because of the very limited condition cap. Anet never had to design bosses around 1500 stack limits. Now that they have finally taken the roof of Conditions, we are seeing just how much the game leaned over on the power side compared to the Condition side. Anet needs to make world bosses have the ability to cleanse conditions periodically, as well as transfer them back to the players during a fight.
It’s not that conditions are OP (except for burning), it’s that the content has not been balanced or updated to deal with this new type of damage. It is, in every sense of the word, a game changer.
Please show us a screenshot of this “condition doing too much damage”
I suspect you are just not used to the trait changes yet and are falsely equating it with conditions.
I find that even at mega bosses like Teq, the bleeding stacks take 20-30 second to get over 100. Burning poison torment and confusion I rarely see go over 30.
I’m just not seeing this “mega damage” people are talking about from conditions.
100 stacks of sinister geared bleed = 14,000 dps
A single ele casting meteor shower on teq = 20,000 dps
Please show us a screenshot of this “condition doing too much damage”
I suspect you are just not used to the trait changes yet and are falsely equating it with conditions.
I find that even at mega bosses like Teq, the bleeding stacks take 20-30 second to get over 100. Burning poison torment and confusion I rarely see go over 30.
I’m just not seeing this “mega damage” people are talking about from conditions.
100 stacks of sinister geared bleed = 14,000 dps
A single ele casting meteor shower on teq = 20,000 dps
SB could be a test, since condis alone will remove a burn stage when inflicting during portals. Did one yesterday that was done shortly into the 2nd burn stage it also seemed like a smaller zerg then normal(it was a morning SB).
E: Granted just a observation, and haven’t really done much to test.
(edited by BrooksP.4318)
I’m not the only one noticing how Condi damage has made, world bosses even easier just by how fast they melt now, however knowing you three are probably condi users and will defend condi with your life.
You do know that if you changed every condi user into a zerker, most of those mobs would melt faster than you are used to as well? Why don’t you ask for a cap on direct damage too?
(by the way, out of my 10 characters i have only one non-zerker and it’s a non-condi bunker guard, if you think that somehow maining a condi influences the validity of opinions)
(edited by Astralporing.1957)
Astral,
Unless it’s intentional, you may want to edit your Sig to the 5th of November if you’re referring to Guy kittenes night.
*Edit Lmfao it censored his last name.
(edited by Muusic.2967)
I’m not the only one noticing how Condi damage has made, world bosses even easier just by how fast they melt now, however knowing you three are probably condi users and will defend condi with your life.
Says the zerker.
The world bosses took longer previously because condi builds weren’t contributing as much in terms of damage. Now that condi builds can dish out as much damage as zerker builds, why is everyone surprised that it is taking less time to kill a world boss? The more damage you deal, the faster the boss goes down. Simple math my friend.
Fix the world bosses. No one wants to go back to a meta where power builds are the only viable ones.
I’m not the only one noticing how Condi damage has made, world bosses even easier just by how fast they melt now, however knowing you three are probably condi users and will defend condi with your life.
Says the zerker.
The world bosses took longer previously because condi builds weren’t contributing as much in terms of damage. Now that condi builds can dish out as much damage as zerker builds, why is everyone surprised that it is taking less time to kill a world boss? The more damage you deal, the faster the boss goes down. Simple math my friend.
Fix the world bosses. No one wants to go back to a meta where power builds are the only viable ones.
Pretty much this. They simply need to account that condi now contributes as much as power always did. Bosses need their health retuned and they need to gain some ability to mitigate and reflect condition damage
The world bosses needed to be reworked since the megaserver change anyway, because at the moment there’s no fear of the zerg being wiped. The world bosses were loot pinatas before the condi change, and they’re loot pinatas after.
I feel like condi’s need to be capped in pve, I don’t find it fun or challenging at all for the games “supposed hardest bosses” melting in no time. I understand we wanted to put Condi on par with DPS, but in reality Condi does need a cap, a cap like 50 to 75 for stacks would be reasonable. Rather than letting them spike the stacks over 100 per stack. Please balance this out and make world bossing an actual challenge again rather than easy mode.
Another option is to put a cap to direct damage, a cap like 1k damage max on these bosses. Bosses are suppose to be challenging and it makes no sense the bosses take so much damage from players.
Astral,
Unless it’s intentional, you may want to edit your Sig to the 5th of November if you’re referring to Guy kittenes night.
I am not, i am referring to November 15th patch (introduction of ascended).
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