Repairing Condis (without removing the cap)

Repairing Condis (without removing the cap)

in Guild Wars 2 Discussion

Posted by: Narrrz.7532

Narrrz.7532

I recently had the reason for the condition cap explained to me, which gives me a bit more tolerance for it – however, that still leaves conditions in a sad state. I’d like to see that rectified.

My suggestions to address this:
*Conditions’ damage should scale with their stack count/% max duration. All the way up to 100% bonus damage at full stacks. To avoid having this shred pvp entirely (where conditions can already be quite strong) I’d suggest an exponential scale. 5 stacks of bleed inflicts perhaps 110% normal damage, while 25 stacks inflicts the full 200% (you could perhaps scale the upper bound off ferocity)
*Your conditions are prioritized based on how much actual damage they will do. A 1k condi damage bleed applied on top of a full stack will push off the bottom, 0 condition damage bleed. Burning will always tick for (and deplete the duration of) the highest condition damage application.
*Applying a condition to a full stack of superior-damage conditions, OR having your condition pushed off, inflicts an instant tick based on the condition type, its remaining duration, and your condition damage. This tick has NO base damage, meaning if you have no condition damage, you don’t qualify. It is incapable of critting, as any other condition tick.

Repairing Condis (without removing the cap)

in Guild Wars 2 Discussion

Posted by: perilisk.1874

perilisk.1874

I recently had the reason for the condition cap explained to me, which gives me a bit more tolerance for it – however, that still leaves conditions in a sad state. I’d like to see that rectified.

My suggestions to address this:
*Conditions’ damage should scale with their stack count/% max duration. All the way up to 100% bonus damage at full stacks. To avoid having this shred pvp entirely (where conditions can already be quite strong) I’d suggest an exponential scale. 5 stacks of bleed inflicts perhaps 110% normal damage, while 25 stacks inflicts the full 200% (you could perhaps scale the upper bound off ferocity)
*Your conditions are prioritized based on how much actual damage they will do. A 1k condi damage bleed applied on top of a full stack will push off the bottom, 0 condition damage bleed. Burning will always tick for (and deplete the duration of) the highest condition damage application.
*Applying a condition to a full stack of superior-damage conditions, OR having your condition pushed off, inflicts an instant tick based on the condition type, its remaining duration, and your condition damage. This tick has NO base damage, meaning if you have no condition damage, you don’t qualify. It is incapable of critting, as any other condition tick.

Another way of fixing it is to use RNG to effectively increase the cap, even though people hate RNG.

Give each condition stack fixed DPS, based on the level/rank of the target, using a rate appropriate for someone who is geared and traited for condition damage. If your stacks do that much, great. If you do less than that, you have a chance to fail to apply the condition; if you do more, you have a chance to add a second stack. So, if a default bleed stack did 100 DPS, but your bleeds only do 50, then you have a 50% to inflict bleed; if you do 150 DPS, you have a 50% chance to add two bleed stacks. Ideally, the DPS will be set so that very few people would get bonus stacks, and then only rarely, so the net effect will mostly be to get rid of a lot of crappy condition stacks. from non-condi characters.

Since this could potentially mess up the damage for fire and poison, which don’t really have the stacking issue anyway, it makes sense to only use it for intensity stacking DPS conditions.

On the plus side, this would also make it easier to get a sense for how much damage you are taking just by glancing at the number of stacks of bleed, torment, etc. on you.

Ceterum censeo Sentim Punicam esse delendam