With the changes of conditions back in June 23, it’s quite clear how disproportionate Burning is damage wise compared to other conditions and especially compared to Bleeds, another flat damage condition.
It definitely needs to be adjusted lower, no doubt. However I’ve had other thoughts in mind to balance it.
- Have every condition apply it’s own special effect, each with a different purpose, and never just flat damage.*
So Poison reduces healing by 33%, and Chill reduces recharge by 66% and movement speed.
Couldn’t we do the same for burning and bleeding?
For one, reduce the Burning damage so that it is on par with Bleeding. However Burning has the ability to “spread”.
For example, If I have X amount of burning stacks, and I’m standing next to an ally the ally next to me would receive 1 stack of burning. And If I’m still next to my ally, burning would spread onto me and now I would have X+1 amount of burning stacks, and so on and so forth.
This would only work and be balanced if current burning damage was reduced to be on par with bleeding.
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In effect, this would encourage stacked enemies to separate, and to tactically deal damage to multiple enemies if positioned correctly. Adding positional play into mind, and balance burning damage without it feeling like it’s a “nerf”
And for Bleeding, it would increase/multiply the duration of your previous stack of bleed when you apply the next stack:
So if I put one stack of bleed for five seconds, and by the time I place the next stack of bleed my previous bleed stack, which would be at two seconds, would now be at four seconds.
And if I apply another stack of bleed, my 1st stack at one second will now be at two seconds, and the 2nd stack at four seconds would now be at eight.
This is a great way and fun functionality for people who want a skillful way to maintain and increase there condition duration (for Bleeds) mid-combat.
All in all, each condition would have a unique application for each situation. Burning would be great for dealing with groups of enemies stacked together, and in PvP tactically make your enemies want to separate from each other to prevent them from stacking.
And bleeding would be great maintaining condition stacks on one target and good for single target pressure.
This would be the list of all conditions and their unique functionality:
Bleeding- Deals damage over time and increases the duration of the previous stack by 50% when the next stack of bleed is applied.
Burning- Deals damage over time (now equal to Bleeds), now spreads to other enemies within 70 radius(so it would spread only if they stand RIGHT next to each other, or anyplace closer). Causing nearby enemies to receive 1 stack of burning with the same duration amount.
(so if an enemy has 25 stacks of burning for 20s, the enemy next to him would receive 1 stack of burning for 20s. And if they are still standing next to each other, the first enemy would now have 26 stacks of burning for X amount of seconds)
Includes an internal cooldown of 1 second
and now if you include the full list of conditions : https://wiki.guildwars2.com/wiki/Condition
We’ll have each condition that has a unique effect, and all have similar and balanced damage.
Because right now, Burning just does “Deals damage every second; stacks intensity.” just like bleeds, but burn does soo much its just OP without any creative function in mind.
I hope Anet takes this Condition Philosophy into consideration.
(edited by Tzozef.9841)