Ultimate Condition Damage Fix

Ultimate Condition Damage Fix

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I finally figured out a way without technical limitations to balance condition users with direct damage users. This will allow both types of damage to finally be on equal footing and have the same rules and limitations applied to them:

In order to make it fair to condition damage specs, the following rules have been implemented in every game mode:

1. Upon striking an enemy 25 times with a direct damage attack the enemy will gain a “debuff” which reduces incoming direct damage from all sources by 95% for the next 5 seconds.

2. This debuff will be reapplied for an additional 1 second upon each successful direct damage attack after 25.

3. The direct damage component of condition users (read, almost 0 dmg) will count against the total as well.

There now power builds have the same limitation that condition user have had to deal with for the last 12 months. Enjoy how “fun” this is.

Ultimate Condition Damage Fix

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Posted by: Algreg.3629

Algreg.3629

or in a less sad sacky, passive aggressive, whiney and more problem solving oriented tone: give every incoming condition application above maximum a direct damage bonus on it´s underlying attack.

Ultimate Condition Damage Fix

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Posted by: Dante.1508

Dante.1508

I like………..

Ultimate Condition Damage Fix

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

or in a less sad sacky, passive aggressive, whiney and more problem solving oriented tone: give every incoming condition application above maximum a direct damage bonus on it´s underlying attack.

This was actually more of a post to highlight the severity of the problem. I have heard a number of power spec people tell me how the condition situation is a “minor” problem or “not worth fixing”. This post is to show what the limitation would look like when applied to direct damage users, and show them how much of a handicap it would be.

Ultimate Condition Damage Fix

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Posted by: Dajas.4715

Dajas.4715

I just don’t see why they didn’t cap at 125 stacks, they made it so you could make a party no more bigger then 5, so why handy cap such a small group with only 25 stack, anet obviously never thought this one through!

It’s a good idea, but only if they reduce the bosses hp as their hp is already quite high and this would just make it longer to kill!

Ultimate Condition Damage Fix

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Posted by: Lalangamena.3694

Lalangamena.3694

I understand that this supposed to be a mocking post, but this is a serious issue.

in order to really fix it this is what have to be done:

1) re-balance precision to cap on 1700 precision == 30% crit. max crit +fury will be 50% crit chance.
2) re-balance critical damage to cap on 100% (double damage) no crit damage should be 25% damage increase and not 50%
3) allow conditions to crit! and interact with precision and critical damage.
4) allow healing to crit and interact with precision and critical damage.
5)with the limitation of current servers of 25 condition stacks on mob, and in order to balance condition to average party and to the damage increase due to critical chance,
cap the player stacks to 10 , so with average party in mind two condition users will not reach cap*
6) in PVE double all the base duration of CC conditions (immobilize, chill, blind, cripple)
7) remove defiant from dungeon bosses. leave them to open world only.

*the numbers given are crude and can be tweaked according to more delicate math.