Why Burning hasn't been nerfed yet?

Why Burning hasn't been nerfed yet?

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Posted by: MidnightStar.3457

MidnightStar.3457

Okay so in the time just after HoT released the balance changed buffed burning through the cieling making it the single most damaging condition by far, also making it scale hardest with the condition damage stat. This is why groups of 5 Beserkers could destroy the raid(Spirit Vale) while mixed groups who didn’t focus Burning simply couldn’t DPS fast enough to beat it.

https://wiki.guildwars2.com/wiki/Condition_Damage

I was hoping that over time Burning would be brought back in line with things like Poison and Bleeding instead of being several times more powerful, however it hasn’t been nerfed one bit. Burn is still massively overpowered compared to other conditions despite months I’ve waited for a fix. Has ANET just forgotten how to balance a game so everyone can play it? Do they just want Beserkers and Tempests spamming fire everywhere?

My Sig image URL was too long because of all these LIMITS

Why Burning hasn't been nerfed yet?

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Posted by: Sartharina.3542

Sartharina.3542

Yes, yes they do. Feel the burn! BURN ALL THE THINGS! We shall kill the world WITH FIRE!

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Posted by: Lahmia.2193

Lahmia.2193

Necromancers have a better current condition build to Berserkers, without using any burning. Just saying.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Myralien.6754

Myralien.6754

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?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

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…

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Posted by: Valento.9852

Valento.9852

Yes, yes they do. Feel the burn! BURN ALL THE THINGS! We shall kill the world WITH FIRE!

HAHAHAHAH “Inferno!”

Attempts at ele specs:
Shaman
Conjurer

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Posted by: EphemeralWallaby.7643

EphemeralWallaby.7643

Try building a Guardian that heavily utilizes burning and you’ll see why it doesn’t need to be nerfed.

~EW

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Posted by: reikken.4961

reikken.4961

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.

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Posted by: Aidan Savage.2078

Aidan Savage.2078

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.

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Posted by: Deleven.7508

Deleven.7508

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.

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.

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Posted by: Anchoku.8142

Anchoku.8142

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.

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Posted by: Obtena.7952

Obtena.7952

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)

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Posted by: Mitch.4781

Mitch.4781

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.

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Posted by: DGraves.3720

DGraves.3720

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.