[Suggestion] Diminishing returns for condi

[Suggestion] Diminishing returns for condi

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

It looks like A-nets solution for all condition issues is ether “Make them all Dots!” or “Keep the 25 stack Limit!”.

Confusion now is another dot, that does a bit less damage when a skill is used.
Vulnerability still caps at 25.
While poison now stacks for more damage, the healing reduction is the same regardless of 1 or 1500 stacks.

This kind of kills most of the Uniqueness most conditions have!
Why not give Diminishing Returns for conditions effect you don’t want to get very high.
For Example:

  • poisons: (these numbers assume that poison remains a rare and strong condition where skills don’t give more than 1 stack.)
    • 1 stack equals X damage and 20% healing reduction
    • 2 stacks equals 2X damage and 32% healing reduction
    • 3 stacks equals 3X damage and 39% healing reduction
    • 4 stacks equals 4X damage and 43% healing reduction
    • 5 stacks equals 5X damage and 46% healing reduction
    • 6 stacks equals 6X damage and 47% healing reduction
      …. and the healing reduction wont go beyond 50%, but there still be contribution to it from other players.

The numbers can be cooked for poison to also be a weak skill. It’s simple math and algorithms.
Besides, if an enemy is strong enough to gather enough players to rise the poison to the sky, then I believe is acceptable for the heal reduction of that enemy to reach even 60%.
__________________________________________________________________
EDIT:
BTW I thought of a better way it could work.

  • poisons:
    • 1 stack equals X damage and 20% healing reduction
    • 2 stacks equals 2X damage and 25% healing reduction
    • 3 stacks equals 3X damage and 30% healing reduction
    • 4 stacks equals 4X damage and 32% healing reduction
    • 5 stacks equals 5X damage and 34% healing reduction
    • 6 stacks equals 6X damage and 36% healing reduction
    • 7 stacks equals 7X damage and 38% healing reduction
    • 8 stacks equals 8X damage and 40% healing reduction
    • 9 stacks equals 9X damage and 41% healing reduction
    • 10 stacks equals 10X damage and 42% healing reduction
      …. and the healing reduction wont go beyond 60%.
      To reach that cap, it’ll need about 20 players, so those percentages can only be reached on overscaled bosses and world bosses.

These new numbers fit a nerfed poison better, their fast initial scaling ensure that you can reach the old numbers easier by your self or fellow PVPers, and still leave room for improvement if more players are around.

…and don’t be toxic!

(edited by Kite.2510)

[Suggestion] Diminishing returns for condi

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Posted by: Daniel Handler.4816

Daniel Handler.4816

This kills no uniqueness. The point is to increase damage. Also ranger or thieves have a trait that raises the effect of poison to 66%.

“Kentigem”-chief. Born cycle of Dusk. Wyld Hunt:
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.

[Suggestion] Diminishing returns for condi

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Posted by: CMF.5461

CMF.5461

Good point on the secondary mechanics seeing no benefit to stacking.

The danger, as you listed is in letting things like poison going too high. Then again it encourages “maximum” gameplay by leading players to want “x” amount of poison application to max the reduction in healing. Possibly a road we don’t want to go down.

[Suggestion] Diminishing returns for condi

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

This kills no uniqueness. The point is to increase damage. Also ranger or thieves have a trait that raises the effect of poison to 66%.

I hope you don’t believe that a change like that cannot happen just because some profession has a skill or a trait that’s incompatible with this change… A-net just changed half the gameplay to incorporate these new changes!

BTW I thought of a better way it could work.
I’ll update my opening post with it!

…and don’t be toxic!

(edited by Kite.2510)

[Suggestion] Diminishing returns for condi

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Posted by: Dante.1763

Dante.1763

Or, they can leave it as is, because it isnt broken. Thank god Conditions are actually going to be something that players can build for now without having to have their damage ruined by other condition builds..

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

[Suggestion] Diminishing returns for condi

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Posted by: Basandra Skye.4031

Basandra Skye.4031

Or, they can leave it as is, because it isnt broken. Thank god Conditions are actually going to be something that players can build for now without having to have their damage ruined by other condition builds..

If anything, it could potentially rival power builds. If a given group of players in a level 80 zone at max condi damage can cap bleeding, burning, and confusion, you’re looking at roughly 1.5m/sec condition damage. -200k/sec without the confusion. It’d be very interesting to see if the same number of players using power builds could match that.

[Suggestion] Diminishing returns for condi

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Posted by: Dante.1763

Dante.1763

If anything, it could potentially rival power builds. If a given group of players in a level 80 zone at max condi damage can cap bleeding, burning, and confusion, you’re looking at roughly 1.5m/sec condition damage. -200k/sec without the confusion. It’d be very interesting to see if the same number of players using power builds could match that.

Someone already did the math

https://forum-en.gw2archive.eu/forum/game/hot/Conditions-Intensified/first#post5146243

Still slightly weaker than a power build, as it should be, as there was no reason for power to only be able to do all the damage. Now people can choose if they want to go conditions or power. Power will still be better, but conditions are very viable now. My Condition necro and ele are going to be a bit more fun to play now

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

[Suggestion] Diminishing returns for condi

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Posted by: Basandra Skye.4031

Basandra Skye.4031

Zudet used trivial numbers dante, not accurate numbers. Ramp up time aside, it’s a hard fact that maxing out those conditions WILL inflict that much damage. On a singular level, sure a power build might still be better, but that becomes questionable when it’s a far larger group able to come close to sustaining an insane amount of conditions.

[Suggestion] Diminishing returns for condi

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Posted by: Dante.1763

Dante.1763

Zudet used trivial numbers dante, not accurate numbers. Ramp up time aside, it’s a hard fact that maxing out those conditions WILL inflict that much damage. On a singular level, sure a power build might still be better, but that becomes questionable when it’s a far larger group able to come close to sustaining an insane amount of conditions.

The point is still similar. Unless they changed that each player can still only max out at 25 stacks?(Didnt see anything stated either way about that, if it is so, correct me, but it was my understanding that each player had a 25 condition cap still.)

Plus! If they feel its broken and overpowered they will nerf it! But time will tell i guess?!

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

[Suggestion] Diminishing returns for condi

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Posted by: Kite.2510

Kite.2510

Here is how the armor reduction for vulnerability could stack.

  • Vulnerability:
    • 1 stack = 2% armor reduction
    • 2 stack = 4% armor reduction
    • 3 stack = 6% armor reduction
    • 4 stack = 8% armor reduction
    • 5 stack = 10% armor reduction
    • 6 stack = 11% armor reduction
    • 7 stack = 12% armor reduction
    • 8 stack = 13% armor reduction
    • 9 stack = 14% armor reduction
    • 10 stack = 15% armor reduction
    • 11 stack = 16% armor reduction
    • 12 stack = 17% armor reduction
    • 13 stack = 18% armor reduction
    • 14 stack = 19% armor reduction
    • 15 stack = 20% armor reduction
    • 16 stack = 20.5% armor reduction
    • 17 stack = 21% armor reduction
    • 18 stack = 21.5% armor reduction
    • 19 stack = 22% armor reduction
    • 20 stack = 22.5% armor reduction
      … and once on 25% requiring 25 stacks it’ll start being raised by +0.25% per stack.
      … once on 27,5% requiring 35 stacks it’ll start being raised by +0.125% per stack.
      … once on 28,75% requiring 45 stacks it’ll start being raised by +0.0625% per stack.
      … and finally it’ll cap on 30% requiring 65 stacks of vulnerability.

Pross:

  • The players will feel no downgrade from the old system.
  • Vulnerability will become relevant for single players and PVPers thanks to it’s raised initial effectiveness.
  • Enemies who have enough hit points to allow the condition to build many stacks are bosses with lots of players, where the tiny rise in armor reduction will still be relevant since more people will be benefiting from it!
  • The cap goal will be higher, allowing the vulnerability skills of more players to be relevant!

Cons:

  • Bigger stress on the client? (since they raised the cap of the other conditions to 1500, I can no think of it as an issue.)
…and don’t be toxic!