Why Burning hasn't been nerfed yet?
Yes, yes they do. Feel the burn! BURN ALL THE THINGS! We shall kill the world WITH FIRE!
Necromancers have a better current condition build to Berserkers, without using any burning. Just saying.
Burning was indirectly nerfed for berserkers… they reduced the frequency that a single player can hit a mob to 0.5 seconds, so spamming fields makes no difference to the number of hits the mob takes.
As for engis… with a rotation like that maybe they deserve high burning stacks?
Burning was nerfed repeatedly after HoT launched, to the point where most people only take the Zerker variant of PS warrior if they take any warriors at all anymore.
I don’t know of any meta burn builds right now… It is ok, but it certainly isn’t anything that I would called OP anymore…
Yes, yes they do. Feel the burn! BURN ALL THE THINGS! We shall kill the world WITH FIRE!
HAHAHAHAH “Inferno!”
Try building a Guardian that heavily utilizes burning and you’ll see why it doesn’t need to be nerfed.
~EW
also making it scale hardest with the condition damage stat.
Nope, burning still scales the least with condition damage.
The amount of condition damage needed to double the base damage is…
353 for torment
367 for bleeding
558 for poison
848 for burning
and 286-792 for confusion
Put another way, as compared to base damage, 1000 condition damage gives you a…
283% increase for torment
273% increase for bleeding
179% increase for poison
118% increase for burning
In other words, burning has high base damage and lower scaling.
Anyway, the main strength of burning isn’t in its scaling, but rather in its intensity. It does a lot of damage for a shorter time, as opposed to bleeds and poisons which tend to do damage over a longer duration, making them less deadly to players. Confusion is the same. Short duration, high intensity. You have to cleanse it fast or die, while bleeding and poison gives you more time. Similar issues exist in PvE, where a 20 second bleed isn’t going to matter if the target is dead in 8 seconds, while a 6 second burn will do its full damage.
In addition to what reikken said, most builds using burning capitalize on the high intensity as a spike condition, rather than a timed condition.
And Wallaby, I used to run a burn guardian in sinister gear. I had maxed burning duration, and with the right environment in the fight, I could get 7-8k burns easily. It did lean heavily on rotations rather than other things.
also making it scale hardest with the condition damage stat.
Nope, burning still scales the least with condition damage.
The amount of condition damage needed to double the base damage is…
353 for torment
367 for bleeding
558 for poison
848 for burning
and 286-792 for confusionPut another way, as compared to base damage, 1000 condition damage gives you a…
283% increase for torment
273% increase for bleeding
179% increase for poison
118% increase for burningIn other words, burning has high base damage and lower scaling.
Anyway, the main strength of burning isn’t in its scaling, but rather in its intensity. It does a lot of damage for a shorter time, as opposed to bleeds and poisons which tend to do damage over a longer duration, making them less deadly to players. Confusion is the same. Short duration, high intensity. You have to cleanse it fast or die, while bleeding and poison gives you more time. Similar issues exist in PvE, where a 20 second bleed isn’t going to matter if the target is dead in 8 seconds, while a 6 second burn will do its full damage.
This is what i gathered from the wiki:
Burning: (0.155 * Condition Damage) + 131.5 damage per stack per second at Level 80
Poison: (0.06 * Condition Damage) + 33.5 damage per stack per second at level 80
Bleeding: (0.06 * Condition Damage) + 22 damage per stack per second at level 80
torment (stationary): (0.045 * Condition Damage) + 15.9 damage per stack per second at level 80
In other words burning has the best base damage and the best scaling( not considering that confusion can overtake it with a lot of skill activations).
If burning didn’t have a high scaling, there would be a point where the other conditions overtake burning when the user has high condition damage, but there is no turning point as burning is always stronger.
In theory the other conditions can compare by having longer durations and/or being easy to apply more frequently for higher stacks, but these things are really hard to measure as you have to look at individual skills rather than conditions as a whole.
Burning access, uptime, and CD/stacking are watched for balance. The days of my Ele stacking 25 burning in a few seconds are gone.
I main Necromancer, which takes a while longer to build good dps on conditions. The trade between condition damage bursts and smaller but longer build-up is part of the endless balancing.
It’s not burning that is the problem, it’s how professions get access to it by stacking skills that give burning. It’s the same for any condition.
Frankly, I think there should be some clever thinking to how stacking conditions shouldn’t result in linear increases in damage. This would allow more intelligent approach to choosing when to apply conditions and not and it could fix this access problem with Burning, or minor access to other conditions for other professions.
In addition to what reikken said, most builds using burning capitalize on the high intensity as a spike condition, rather than a timed condition.
And Wallaby, I used to run a burn guardian in sinister gear. I had maxed burning duration, and with the right environment in the fight, I could get 7-8k burns easily. It did lean heavily on rotations rather than other things.
I think his point isn’t that you can’t make a burning condi Guardian … I have done the same. I believe the point here is that even with maximum burning on a Guardian, burning still isn’t a broken skill. You might get some 5-7 seconds of high intensity stacked burning .. .then you got nothing. So yes you did burst at 7-8K … but you didn’t sustain it like other classes can sustain their conditions.
(edited by Obtena.7952)
Fod God’s sake, please stop asking for nerfs all the time. Nothing in this game should be nerfed. It’s buffs we need.
Sigh.
Burning is weaker than it has ever been (as are all the conditions). Only a very specific build can take advantage of it’s cumulative effects while permanent burning (stacking duration) used to be more universal to classes and at 25% base overall does better not to mention the lower base to begin with.
I like the compressed version to some degree but also note that the compression makes it do less damage overall and scale worse with condition duration as well. Since skills weren’t adjusted for it most of them are rendered sort of useless as well such as the augmented Dual Shot of the warrior; in the past the burning would persist beyond the first shot but now it really can’t so it doesn’t stack high.
This was intentional. It lowers the condition damage players can deal so that they can all deal their little part without complaining of the mechanics or planning team coordination around who is going to do what.