“A favourite war hero of mine got his tongue shot out.”
“How’d that happen?”
“He doesn’t talk about it.” – Stephen Fry
“How’d that happen?”
“He doesn’t talk about it.” – Stephen Fry
Anyone know why conditions are shared between players? Why make a max condition limit for an entire party, thereby forcing players to carry multiple sets of gear, or to coordinate, which I am all for, but hardly ever get to see in pug groups, when every other game has individual DoTs. Conditions are my favourite damage types in any game, but they feel ephemeral and undependable in GW2. Power/Crit should only be a viable option, not the better of the two.
I’d much rather have a reduction in stacks, maybe in PvE only, so that we can all play with the build we want regardless of how ever many other people have conditions. A lot of people don’t even have + condition damage, so does that mean that their stacks get over ridden by players with better CD?
Also, Thief Venoms are interesting, but their 100% lack of damage make them a seemingly poor choice, though controls are great. Is there a reason why they made a pure venom do so much less damage? Poisons are a Thief’s thing, but I feel limited in my use of them in PvE. Maybe, with high end gear, it could be put to good use in aiding your group with extra controls/support, but that’s a very niche concept.
I’d much rather they all gain a physical or condition damage affix, making them deal burning, bleeding, maybe one could apply 10 stacks of chance on hit for the enemy to erupt in a flash of lightning stunning it and any nearby mobs; though, a single target version would be more likely. As it is, they just feel like a very limited option outside of PvP.
Anyone know why conditions are shared between players?
Performance issues and difficulty scaling.
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