There is something that I, personally, find quite irritating.
Now, it’s not game breaking (mostly) but I’d like to share my thoughts on the matter.
Power primary builds have no issues with world objects, especially when they are melee only, like the popular greatsword/axe-mace warrior build. WO (world objects) melt beneath thier dps like a flurry of hot knives into a dairy cow.
I understand that as WO are uncritable the power builds do less damage than they otherwise would. And I see the point. Generally there are no necks or groins to target, and thus critically hit. I accept this, and it makes sence.
However, for power secondary builds, or non power condi builds the world objects are difficult to destroy. Things like arrow carts, or burning oil pots, or the giant elemental source are disheartening to try to kill in rabid gear. Sinister gear is much easier to kill the WOs however the damage one can do pales in comparison to even soldier.
WOs are a problem that everyone will face. And there is no good reason a player should be better at killing them than another that I am aware of. And if there is a good reason, why should soldiers users and berserker users deal the same damage to them?
I propose a simple solution, which I will detail below, but I propose this with understanding that it may not be the end all be all soloution.
I propose that certain conditions should affect WOs. Theese conditions would appear as something other than what they are on players and have different effects.
some objects should be immune from conditions that dont makes sence…. something that couldn’t “leak” shouldnt be susceptible to “leaking”
Burning – should still be burning, and should do 50% more damage to objects. (This is the only condition that works better on objects, and is the only one that should.)
Weakness – should apply “Brittle” which is a stacking condition that operates like veunrability at 50% effectiveness.
Poison – should apply “Corrosion” a condition which applies a ‘boon’ to the object which pulses once per second applying 3 seconds of poison to nearby ‘agents’ per stack.(friendly, enemy, or npc). However, I it allows players to critical hit the object at a base damage multiplier of 100%. ( yes, for no extra damage…. check out ‘rust’ below.) Each critical hit removes a stack of ‘corrosion’.
Chill – should apply “Rust” which acts like confusion used to before the patch. It does some burst damage when and if the WO uses a skill. Also, for each stack of Rust, it amplifies the critical damage applied to the target by 10%. Player’s would of course be capped on crit damage by thier ferocity.
Bleeding – should apply “leaking” which is essentially bleeding at 1/4 damage. When 10 stacks of “leaking” are achieved, the WO spawns an AoE around itself of a type appropriate to its type. (Burning oil spawns a blinding, burning, smoke field… for example.) Players are damaged and otherwise negatively affected by the filds produced, but may use finishers in them.
Torment – applies ‘torsion’ this condition does no damage by itself, but when it’s duration runs out, it applies a single burst of damage calculated based on the length of the ‘torsion’ x the number of ‘brittle’ stacks. (I’ll leave the formula to folks better at math…)
Confusion – cannot be applied.
Veunrability – connot be applied.
Fear – cannot be applied.
Taunt – cannot be applied.
Im sure I’ve missed something here, but it strikes me that this allows condition players to help on WOs, and also increase the amount of damage produced by power players.
Im curious to hear what you all think