Suggestion for condition in pve

Suggestion for condition in pve

in Guild Wars 2 Discussion

Posted by: Metallus.7690

Metallus.7690

A recurrent topic in the gw2forums is how conditions suck in pve. It’s no wonder they do.

The main reason they suck it’s not even the “cap issue”, it’s more that the overall dps is low. Even if you manage to tick 2k bleed and 800 burning per second, that’s still low damage when a warrior swings 3k in 0,5s.

However, that same damage in pvp is very good and sometimes even OP because you can hide while the conditions ticks. In pve you don’t need to hide while you wait for your conditions to do the job: you hug the boss’s feet and spam damage while dodging key attacks.

My suggestion is to increase condition damage coefficients ONLY in PVE, so that you can promote the use of AT LEAST one condition class in a dungeon run.

I mean, you are introducing Revenants whose skills apply a lot of torment and other conditions, you lately introduced sinister gear that promotes the use of conditions and gives also the offensive of power gear, but yet there is no reason to go conditions in pve.

Moreover, my suggestion wouldn’t be nothing extraordinary, since you ALREADY did something like this with confusion: confusion damage got halved in wvw and pvp and now, with HoT coming, you are increasing its damage by 33% in pve. Why don’t you increase the damage of other conditions in pve as well, while you are at it?

There are classes like necros that are constantly shunned or engineers whose grenades’s damage partially relies on conditions (ok, engineers are still very good, even though very rare to find decent ones in dungeon runs).

My suggestion wouldn’t change anything in pvp and wvw but it would promote the use of conditions in pve and add more variety. It would also promote the use of the newly introduced sinister gear and of at least one condition specced class in dungeons (it might be harder to compete for burning application, but it’s not that easy to stack torment and confusion to 25 and even bleeding usually caps at 10 when everyone is specced for direct daamge, so ONE condition specced class could actually work).

Just make them competitive and useful in pve too, even if just in a solo setting or in dungeons with 1/5 party members specced in conditions.

Thanks for your attention

Suggestion for condition in pve

in Guild Wars 2 Discussion

Posted by: Sagat.3285

Sagat.3285

That would affect mobs condi as well many will QQ since mobs are already HP sponges, because they will lose dps for more condi protection and healing. Such a change for all conditions would require to reduce HP of mobs which they should have done already. This is tied to the easy pve model they have so…

They have been completely avoiding this lately and what they want for conditions in pve in the future, it’s the only form of dps other than direct it’s uselessness made zerker optimal everwhere.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

(edited by Sagat.3285)

Suggestion for condition in pve

in Guild Wars 2 Discussion

Posted by: Rauderi.8706

Rauderi.8706

I just had an interesting idea in that might help.

Confusion damage was done for a specific reason. Monsters attack more slowly than players, so the damage was increased to compensate for PvE. The main interference in PvE condition is bleeding that gets overwritten, which happens mostly in moderate or larger sized groups.

Instead of doing a blanket increase of damage for PvE, which still doesn’t help the stacking limit, I wonder if something could be done that specifically addresses that limit and hopefully won’t break the server.

Many have suggested a secondary status (bleed becomes hemorrhage, etc) that in some way converges stacks into a mega-status. While that’s something I’d also like to see, I’ve something a little different in mind.

A single extra status, infinite duration, that gains a new stack every time the system would refuse or bump a condition. Each stack increases all condition damage on the target by 1%.
I’d prefer this case exist such that, instead of condition overwrites, only the most potent existing ones are on the stack queue. This rewards the high-condition damage players, but those low-condi builds and bleed-on-crit incidentals still contribute to the overall damage by raising stacks.

Of course, this would only apply to Champion and above targets, not for players.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

Suggestion for condition in pve

in Guild Wars 2 Discussion

Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

Just make it so whenever you apply a condition to a world boss and that boss is already capped on that condition, you get teleported into Lupicus’ arena and you have to solo him. If you win the boss the boss takes damage equal to Lupicus’s max HP, if you lose the boss heals an amount equal to Lupi’s remaining HP and the game broadcasts your name to the rest of the zerg.

Easy fix.