..:::Preface:::..
I’ve made threads along these lines before but I think they’ve largely been missed because I post them in the wrong place at the wrong time.
I’ll mainly be advocating how to encourage Condition damage builds and Support builds by removing the two primary barriers that hold them back.
If you need a TL:DR a conclusion will be posted below with a solution summary although I would recommend reading through the post if this subject interests you at all. I’ve done the best I can to make it relevant and easy to read.
..:::Intro:::..
So with the new blog post I’m sure people will be buzzing about the Crit damage nerf and their proposed reasoning of improving build diversity… except it really won’t have this effect.
Maximizing damage output will still be the way to play and this is true largely due to two reasons.
1. Time gated events.
– World bosses and the like.
– Some new world events like the poison sprout events are time gated as well.
2. Objects
– Are ubiquitous with every aspect of GW2 gameplay.
—- WvW Gates
—- Dungeon markers
—- Event markers [as we saw in the Marionette for example]
—- Player turrets
More often than not, time is of the essence in this game and it is being utilized more and more as a significant factor in game-play.
Unfortunately this means that players are going to be forced to play in the most optimal way to combat this restriction as it is the singular greatest threat to group success and enjoyment by far.
So maximizing damage is the name of the game. That’s simple enough and it’s a fact that’s been well understood since shortly after the game was released.
The best way to maximize damage is clearly Berserker gear that maximizes Power, Precision and Critical Damage [now Ferocity] and Condition damage, the only indirect way to cause damage in GW2 has earned a bad rep for being a significantly weaker approach.
Now, conditions can be quite a strong way to play, if you’re soloing. I found this personally and a lot of it has to do with the fact that you only have one stat to worry about for increasing your overall output [Condi damage] vs 3 [Power, Precision, Critical Damage] and this allows you to focus on other stats for survivability or utility.
That last bit is particularly important here. Builds primarily rely on a 3-stat format. Seeing as pure damage output relies on using all 3 stats for that purpose you are limited in your utility everywhere else and sacrificing any of those three stats compromises your build.
By freeing up 2 of those stats, condition damage builds end up opening up a huge variety of options for players to explore!
For this reason I think continuing to find ways to discourage Crit builds is a mistake and we should instead be encouraging Condition builds and Support builds.
How do we do this?
Well those two points addressed above are our primary targets. They are the biggest factors deterring exploration of Condition and support builds in PvE primarily and there are a variety of ways we can address them.
The first thing we should look at is…
..:::Time gated events:::..
With this feature becoming more prevalent we need to find a way to bring more builds to the fold else run the risk of alienating all other forms of play that don’t involve dishing out maximum critical damage moving forward.
Primarily time gated events are world bosses, or for our purposes, a single target protected by objects… A condition build’s worst nightmare.
Furthermore, because condition stacks are capped your personal effectiveness is almost always robbed and you’re reduced to a crippled version of a power build. Condition builds are the only builds that exist in this game that actually have their effectiveness reduced when playing with other people!
The reality is every class and every build dishes out conditions whether they want to or not and so long as conditions are capped at 25 per target, with 50+ people targeting one enemy it’s pretty much guaranteed that you won’t be applying any of your conditions to the fight.
A few simple solutions that jump out are to simply increase the condition caps based on enemy rank [player, normal, veteran, elites etc…], remove the condition cap entirely or calculate conditions on a player by player basis.
I think the last of those three is the least practical despite it being the clear winner in making individual players more effective regardless of build type and removing the condition cap entirely would prove overpowered for lower tier enemies such as veterans and elites in dungeons.
(edited by Mondo.5029)