I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
What sort of condition removal are you running?
Only one build choice is something they need to fix. It in and of itself is not the problem, it’s a symptom of a problem.
If they just buffed condition builds to be equal to pure damage builds, it would be a step in the right direction. To allow players to play how they want without running into issues finding groups for things like speed runs.
They could also change game mechanics to increase the usefulness of other builds.
Condition specs need to be a viable option for PvE, but it wouldnt be fair if they matched power damage while also keeping their higher toughness.
My solution would be to 1) Remove Bleed cap on bosses and world bosses, and also allow poison and burning to stack on bosses. 2) Remove the 100% duration cap on conditions. 3) Add armor to the game with Condition Damage, Cond. Duration, Precision.
In pvp, conditions dont need a damage buff, so if someone was wearing this full condition damage gear, they would be squishy as a trade-off.
I’m pretty sure that the condition meta has already come and gone…what ever are you talking about? The “nerf” to zerker builds? or just the overall nerf of downscaling stats in zones? Berserker gear still puts out nice damage even if it is downscaled
I don’t know about you guys, but condition PU Mesmer’s in WvW are a Non Bunker, Non 0 10 0 30 30 D/D Ele’s demise. If you kill the clones you instantly die.
Also you can only remove so many conditions so fast… Long cooldowns.
The problem has a few sides to it.
1. They have given way too much access to multiple conditions. Things like Torment sigil and perplexity runes alongside class changes have given certain builds/classes access to all the damaging conditions and it makes for a condition “burst”, which it shouldn’t be.
2. Condition removal is way too powerful. If someone spends 5 attacks stacking bleeds you shouldn’t be able to wipe it all out with 1 skill. This leads to needing more conditions to cover the condition you actually want to tick.
3. It is too easy to stack conditions. No one should be hitting condition caps by themselves. I can easily hit 25 stack of bleeds on my thief.
4. All damaging conditions should stack. Sounds confusing after the last one but poison/burning should be able to stack at the cost of some of their damage.
Condition specs in this game do not act like condition specs. DoTs are supposed to be a slower attrition based spec, yet here they burst you down in seconds. By reducing access to certain conditions(#1) this will help eliminated the burst. say every class gets two damaging conditions. That would leave few conditions kitten due to heavy removal(#2). So we make removals limit the number of stacks they can actually remove, possibly make healing power increase the number of stacks that can be removed. Since removal will now be much lower we need to reduce the number of stacks any one class can maintain(#3) because classes putting out 25 stacks makes them burst not dots. Last to make sure that each class has access to equal potention condition damage output we need poison and burning to stack, of course the damage/scaling would need a nerf and the heal reduction wouldn’t stack.
Conditions need to be brought back into attrition specs and then their armor/health won’t be such an issue as they will need that to survive long enough to do their damage. I also think all attacks/conditions need to have their base values reduced and scale better with stats, that way power builds using damage conditions don’t get much out of them.
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