How to Fix Conditions

How to Fix Conditions

in Guild Wars 2 Discussion

Posted by: Minos.5168

Minos.5168

Just have “intensity-stacking” conditions like Bleeding have “condition damage” calculate a “stack” number.

Let’s say for every 50 condition damage, you get an additional bleed stack.

And then each bleed stack has a given amount of damage per second.

This is, essentially, how Ferocity will work and how Precision currently works.

Yes, some people may end up doing a little less damage (if they are just below the next “level” in condition damage) but overall would do more damage since stacks could now go much higher than the current limit.

Then, for duration stacking conditions like Poison, give them all a base strength and have condition damage lengthen duration.

Condition duration (expertise) and condition damage could probably be lumped into some new singular parameter to vastly simplify calculations.

How to Fix Conditions

in Guild Wars 2 Discussion

Posted by: Squee Squashington.5189

Squee Squashington.5189

I’m not sure I agree. Streamlining condition damage and duration could disproportion the value of burning and poison to bleeding and confusion, or any combination of conditions for that matter, as well as mess up a lot of runes and builds.

The problem is with the cap. If 50 power-based build players fight a boss they do the damage of about 50 power-based build players. If 50 condition-based build players fight a boss they do the damage of 25-49 condition-based build players.

I don’t know if removing the cap would break certain encounters or mechanics but it’s certainly the bulk of the problem and a deterrent to people who might want to build that way. If a player is contributing to a fight with is skill, build, and gear, then he should be doing the damage of one whole player.

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