Should bleeds and poisons be buffed?

Should bleeds and poisons be buffed?

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

So condi damage is finally happening! I’ve been so excited. However, the only real condi right now is burning. You’ll notice professions that don’t have access to multiple stacks of burning aren’t able to run a strong condi build. The necro, for example, would be my first choice of classes that should be able to run a condi build in dungeons. However, bleeding and poisons don’t do damage on a scale even close to burning.

I understand that poison has massive amounts of utility, but bleeds really don’t. Should bleeds receive a utility buff or a damage buff?

An example would be that bleeding could either

Scale its damage based on how many stacks you’ve applied to a target. For example, right now they deal (0.06 * Condition Damage) + 22 to your target every second for one stack. Maybe change the equation to [(0.06 * Condition Damage) + 22]+(0.06 * Condition Damage * n) where n is the number of stacks you’ve applied to the target.

Or

Bleeding a target increases the duration of other conditions you apply to the target by n%, where n is the number of stacks that you’ve applied to the target.

These are just a couple ideas and I’m sure some of you have even better ones. But I would just love to see all condis find relevance in HoT.

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Posted by: phirefox.2568

phirefox.2568

It is nice that you’re looking for dungeons with that Idea… but you know… WvW and PvP are part of Guild Wars, too. Most condition based builds out there are already pretty easy to play despite their great effectivity in small-scaled conflicts. While the last big “balance” update alreadykitten*ed up any resemblence of balance there was (on both, the power and the condi side), adding more damage to bleed would just further ruin any trace of balance left in this game.

Some classes can easily go up to 2k (or more) Condidamage – in which case one stack of bleeding would already do 142 damage per second – and with your change even one stack would tick for 264, and it would get much stronger the more Stacks you add. Just 5 Stacks of your version of bleeding would tick for as much damage as 25 Stacks of the current one (nope, actually more – with 2k condidamage you would get 3760 dmg/s, courtesy of the ² relationship between damage and stack size n in your formular) . Skills like the Warriors Fency (many Stacks of bleed with – until then – short duraions as outweighting factor) would become near the damage of Power-based Bursts, with the difference that you could go tanky, unlike your Power-Counterparts.

The second suggestion is more humane, but still rather annoying if Bleedspam (and yes, there are classes that can spam this pretty easily and with little effort) prolongs more annoying Conditions like Immobilization, Cripple, Chill or Confusion.

Just keep in mind that the changes you would like to see do not just impact lifeless Mobs in PvE – they might impact you as well

(edited by phirefox.2568)

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Posted by: Azure.8670

Azure.8670

bleeds need a 5% buff. thats about it

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Posted by: Lahmia.2193

Lahmia.2193

It does make me sad to see Necromancers (once dubbed the masters of conditions) ranking very low on the condition leaderboard as well as power dps, for pve anyway.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: zerorogue.9410

zerorogue.9410

While I do find bleeds and poison are a little weak, combining multiple conditions together really ramps up your dps. My thief before the condi change was all about bleeds and did about 2k dps to those without any cleansing. Now I deal bleeding, poison, confusion, and a few non-damage condis and I performing just about the same.

(edited by zerorogue.9410)

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Only if and when they gone down burning, poison though I don’t think needs a buff, it also gives a 33% reduction to healing. Bleeding, I definitely think so because right nkw burning does slightly more than twice the damage of burning. If they brought burning down and brought bleeding up so it was 1.5 to 1, I think we’d be in a much better place condition wise, since in the long run, bleeding would win out, but burning would pack more short term burst.

Also, the current values listed on the wiki are .06 for bleed and .15 for burning.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: The V.8759

The V.8759

I like the idea of bleeding damage growing. It would be the best imo to make it grow exponentially slightly. Rewarding a player for having very high ammount of bleeds on the enemy.
To do that, they have to make bleeding weaker as it is right now. But it becomes stronger than what it is right now at about 7 stacks.

One of the Firstborn Channel of Fvux

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Posted by: Tongku.5326

Tongku.5326

So condi damage is finally happening! I’ve been so excited. However, the only real condi right now is burning. You’ll notice professions that don’t have access to multiple stacks of burning aren’t able to run a strong condi build. The necro, for example, would be my first choice of classes that should be able to run a condi build in dungeons. However, bleeding and poisons don’t do damage on a scale even close to burning.

I understand that poison has massive amounts of utility, but bleeds really don’t. Should bleeds receive a utility buff or a damage buff?

An example would be that bleeding could either

Scale its damage based on how many stacks you’ve applied to a target. For example, right now they deal (0.06 * Condition Damage) + 22 to your target every second for one stack. Maybe change the equation to [(0.06 * Condition Damage) + 22]+(0.06 * Condition Damage * n) where n is the number of stacks you’ve applied to the target.

Or

Bleeding a target increases the duration of other conditions you apply to the target by n%, where n is the number of stacks that you’ve applied to the target.

These are just a couple ideas and I’m sure some of you have even better ones. But I would just love to see all condis find relevance in HoT.

Absolutely yes, yes and again, yes and throw torment and confusion in there too (especially for PVE)

In PvE they need a huge buff, enough so that condi builds running sinister / rampager become on par with power builds running zerker / assassin’s. Add to that confusion and torment, the 2 condis that are even worse in PvE then bleeds / poison for obvious reasons.

In WvW they need to be significantly buffed. Any group 10+ players will start making condis far outperformed by power builds, any group of 20+ players and condis are at extreme disadvantage. Only people that die to condis while runing in any size team, starting from about 5+ are the extremely stupid ones that would die to anything that lands hits on them anyways. In addition, after 3 years + of GWEN and power build metas its well pass the time these metas change drastically all across the board, yet they are still not changing with the exception of GWEN running less guards / warriors and more necros / eles, a lot more is needed to push these changes forward.

In SPVP bleeds and poisons underperform. Although SPVP is closest to being balance and I see least amount of adjustment needed, just give 1 extra stack of poison here and there and 1 extra stack of bleeds. That would solve the issues there.

Heavy Deedz – COSA – SF

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Posted by: Servanin.5021

Servanin.5021

Well, there is Malefic Grasp. This was a warlock channeled skill in WoW that originally caused DOTs to accelerate, but later just caused them to tick whenever it pulsed since making DOTs go faster meant having to refresh them too often.

Necros have low intensity but long duration bleeds. I’ve always felt Feast of Corruption was in an odd place, since its a power skill on a condition weapon. Maybe have it cause all bleeds caused by the player in the last 3 seconds to rupture, dealing their full damage instantly.

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Posted by: Mosharn.8357

Mosharn.8357

If they separate pve/wvw balance than sure. If not then please no. Those things already hurt like hell in wvw.

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Posted by: Taku.6352

Taku.6352

Yes plz buff my bleeds!

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Posted by: sharkswithlazers.7632

sharkswithlazers.7632

Wow Taku, that’s a ton of bleeding damage! The problem, to me anyways, is that bleeding was designed to be the best stackable condition. All the effects that apply bleed in this game were designed around that philosophy. Rather than see burning get nerfed, I’d love to see the role of bleeding change in a way that it could embrace it’s nature of having high stacks while offereing some new and unique combative properties.

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Posted by: TexZero.7910

TexZero.7910

No, they just need to tone burning down. Right now its just a tad bit overboard.

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Posted by: DeWolfe.2174

DeWolfe.2174

No, they just need to tone burning down. Right now its just a tad bit overboard.

They need to tone down conditions across the board. The entire game needs a damage output nerfing. WAY too much power creep this year, way too much.

[AwM] of Jade Quarry.

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Posted by: TexZero.7910

TexZero.7910

No, they just need to tone burning down. Right now its just a tad bit overboard.

They need to tone down conditions across the board. The entire game needs a damage output nerfing. WAY too much power creep this year, way too much.

While i agree with you about power creep, i respectfully disagree about toning down all conditions. Some like bleeding and poison are actually in a decent spot. Then there’s the obvious burning which needs to be toned down. Some conditions need a per gameplay mode fix, like Torment and Confusion.

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Posted by: Loading.4503

Loading.4503

Random idea, if poison was changed to no duration and not tick but the target either has to cleanse or heal to get rid of each stack, would that be nice or lame?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

So condi damage is finally happening! I’ve been so excited. However, the only real condi right now is burning. You’ll notice professions that don’t have access to multiple stacks of burning aren’t able to run a strong condi build. The necro, for example, would be my first choice of classes that should be able to run a condi build in dungeons. However, bleeding and poisons don’t do damage on a scale even close to burning.

This is definitely an issue, though buffing Bleed and Poison damage won’t by itself solve all the Condi Necro’s problems. Their application rate for Bleeds and Poisons are also much lower than almost every other profession’s Condi builds, and also their pure condi weapon (Scepter) is pretty terrible overall.

But yes, Bleed and Poison damage are pretty ignorable.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.