(edited by Kite.2510)
[Suggestion] Diminishing returns for condi
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%.
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.
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.
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!
(edited by Kite.2510)
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..
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.
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
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.
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?!
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.)