(edited by Slein Jinn.8173)
Randomising Boon/Condition Conversions
100% Agree. I can’t believe this isn’t seeing more attention right now. The place for RNG is NOT for rare-use high-impact cases like condiconversion. Either set in stone a global order of conversion, or make first in-first out the universal constant. There was play around timing condition conversion right after big condis/boons were applied, and there was play around throwing on cover boons/cover conditions.
This change removes elements of skilled play and replaces it with RNG. Do not let it go live.
Elementalist – Necromancer – Warrior
Don’t worry, quick breathing is apparently just going to remove conditions now, instead of converting them.
So its just going to be a straight up necro nerf. Perfect.
Elementalist – Necromancer – Warrior
So its just going to be a straight up necro nerf. Perfect.
How so most interesting boons are prioritzed last and a lot of the corrupting we do got buffed. So al these changes are for the better.
Agree with OP. Why remove an avenue of skilled play by making removals and conversions random? It seems at odds with the notion of counter play, which is a very good goal you’ve expressed with other recent changes.
Please stick with some sort of order to the removal/conversion mechanism, whether it’s what’s in place now or something else, if you feel what’s there now isn’t sufficient. It brings more depth to the game without erecting any sort of skill wall for newer players.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
I can’t +1 the OP enough.
Don’t worry, quick breathing is apparently just going to remove conditions now, instead of converting them.
True, but ultimately beside the point. Regardless of what any individual skill does, the point is a more global one. Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.
With respect to Quick Breathing, I personally hope they reconsider that change, because that aspect of play is particularly skill-based for classes that have both removal and conversion abilities, and Shoutbow Warriors are such a build, thus that build will lose an avenue for skilled play either way. But you can take any example you want here. I don’t want to squabble over the tuning of individual abilities or classes here. Now is not the time or place for that.
The point is that, on a global scale, a core mechanic of the game, which affects many abilities across many classes, is being changed in a way that decreases the opportunities for skilled gameplay. This runs counter to the design philosophy that has made Guild Wars 2 into the fantastic game that it is.
Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.
While this is true, the current working favours classes that can apply damaging conditions in large stacks with a single skill and then cover it with something. Classes that rely primarily on their autoattacks to apply condis and/or a single condition will keep bringing their main damage source to the front of the removal queue by attacking.
Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.
While this is true, the current working favours classes that can apply damaging conditions in large stacks with a single skill and then cover it with something. Classes that rely primarily on their autoattacks to apply condis and/or a single condition will keep bringing their main damage source to the front of the removal queue by attacking.
Which is a thing that easily can be—and always has been—tuned around, still positively factoring into skilled gameplay. There is no upside to making this random that can’t equally be achieved along another, better avenue. The downside is that one element of a game that prides itself on being skill-based is becoming unquestionably less skillful.