Suggestion to revamp condi

Suggestion to revamp condi

in Guild Wars 2 Discussion

Posted by: Ummie.1980

Ummie.1980

Condi at this point is very much a second class citizen.
So what if in pve certain mobs would be more vulnerable to certain type of condi. For example humanoids could take additional damage from poison or have its duration lengthened and maybe animals could get double stacks of confusion.
Also there should be more armored mobs that would take less damage from straight attacks and be immune to crit but have increased bleed stacks. This would bring more variation to build styles?
In addition burning should work on buildings and such… I mean why isnt the keep door catching fire?

Suggestion to revamp condi

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Because stone can’t be damaged by fire. You could argue that the wood parts could burn up or the tar melts, but then there’s the question of " why do earth elemental take bleeding damage " ?
Causing certain conditions to deal more or less damage is highly possible as most fire elementals are immune to burn.cm

Suggestion to revamp condi

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Posted by: Arkinos.7245

Arkinos.7245

How to make condition damage viable:

- Increase bleeding caps for high ranked NPCs. (say 50 for champs, 100 for big/group champs, 200 for Legendaries and 500 for epics)
- Increase armor of all NPCs by 50% while decreasing health of all NPCs by 33%

Suggestion to revamp condi

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Posted by: Faux.1937

Faux.1937

The problems with condi is all classes apply it even when not traited for it, so a zerk warrior will put on 5-9 bleeds EASILY.

You have 5 players in a team with out traiting for trying to do condi most mobs will have near max condi up keep most fights.

So a condi player wont do damage b.c others use up the stacks (each condi can only he a number of stack, bleeds = 25, poison/burn=1 etc…).

This is even worst in open world Zerg type pve content, like the new Meta boss Vine.

If you have 5 out of 15 players full condi Only 1 if ANY at all does any condi damage to a boss.

How to fix: A list of a few things to really help

  • Take away all passive condi applying minion traits, Add more Major condi traits that you MUST trait for.
  • Give Condi Modifiers (+5% condi damage)
  • Only have 1 player apply 1 of any type of condi, 1 bleed, 1 confusion, 1 poison etc..
    * But each player (Up to 25 players) can have 1 stack of each condi on said opponenet.
    * Make condi harder to apply and laster longer/deal more damage, But not to hard to apply MANY condis due to wvw/pvp condi removal skills But make some Condis much easier to apply. (Example. Warriors sword auto attack will each put Its bleed stack on for 3 sec (each additional hit will add Time to the bleed for up to 5 stacks giving a 15sec bleed, that does in a condi build 400-500 damage a tick, but the Adrenaline skill is unblockable and gives 10sec bleed + immob).

Example of a Necro Secpter skills: Auto = bleeds (like wariors) Number 2 is AoE poison for 10sec.

By giving each play able to apply 1 stack (every class should have 3 at minum damaging condi’s) You can balance the wvw/pvp better and have the same bandwidth we are using now.

SAB or RIOT

Suggestion to revamp condi

in Guild Wars 2 Discussion

Posted by: perilisk.1874

perilisk.1874

How to make condi viable in PvE without changing caps:
1) Figure out how much maximum DPS to allow for a given condition. Can vary with target (e.g. higher for creatures with higher rank). Divide by 25 where applicable. The result is the standard damage for that condition.
2) If the standard damage for, say, bleeding is X, and a player attempts to inflict a bleed that does Y damage, then the probability of successfully adding the bleed is
min(X,Y)/X. In the rare event that Y is greater than X, there could also be a small chance to add a second bleed, calculated more or less the same way.
So, if your bleeds are half as powerful as the standard bleed, you have a 50% chance to actually inflict bleeding (but it is standard strength when you do). Thus, whenever you do reach 25 stacks, you’re at the DPS cap that the designers have chosen for that condition, for that enemy, not some arbitrarily lower point. Plus, for all the crap bleeds getting thrown around, the game just has to run an initial check, then it can discard most of them.

Ceterum censeo Sentim Punicam esse delendam