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- We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
-Balance and skill team
https://forum-en.gw2archive.eu/forum/game/gw2/October-15th-balance-skills-updates-preview/first
Sad the buffs didn’t make it into the patch on 15th. :/ It still feels useless to play condition damage in pve especially with these 25 max stacks on bleeding … arenanet?
I hope they don’t forget about condition players – it doesn’t affect me directly but I really would enjoy more different sets used in pve. Right now you only can go for berserker or maybe kitten to be efficient.
toughts?
Those are adjustments to condition damage in areas where you get down scaled!
And I was excepting buffs … well – at least I know that I can go full zerk now with my necro! Thx for your info
sigh my lack of english
Who cares about conditions while you’re leveling?
That’s like… #5132812318731231831731731 on the gw2 priority list.
Who cares about conditions while you’re leveling?
People who are levelling with a condition build
Who cares about conditions while you’re leveling?
People who are levelling with a condition build
That are perfectly fine as it is, and the pve is beyond faceroll, so again, who cares?
Conditions have much, MUCH bigger problems with PvE than minor level scaling issues.
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
maybe, but why is it then possible for 100 Conditionplayers to damage 100 different mobs on the same map, but ony stack 25 bleed on one boss mob?
Why is this needed? Bring ONE Condi player to dungeons, its DPS is rather strong.. (20 Bleeds hitting for 140/stack, 800+ burning). The damage seems low, but its consistent! I always have a condi ele in my party and if shes the only one applying bleeds and burn, the DPS is solid. The setup I described is unbuffed, and doesn’t include the attack damage, like Churning Earth’s 9k, or Fire Grab’s 10k. Not saying its AMAZING, but it’s something to consider.
Now, in general PvE, in giant world bosses like Tequatl, having no cap would allow 600+ Bleeds… and 600+ Vulnerability, think how broken that is. I may be slightly exaggerating, but think about what you’re asking for
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
maybe, but why is it then possible for 100 Conditionplayers to damage 100 different mobs on the same map, but ony stack 25 bleed on one boss mob?
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
Now, in general PvE, in giant world bosses like Tequatl, having no cap would allow 600+ Bleeds… and 600+ Vulnerability, think how broken that is. I may be slightly exaggerating, but think about what you’re asking for
Who is talking about Vulnerability?
It’s a stackable Condition… all Conditions should he treated equal yes?
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
maybe, but why is it then possible for 100 Conditionplayers to damage 100 different mobs on the same map, but ony stack 25 bleed on one boss mob?
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
But you need to send the hp of the mobs to everyone near and I think also the bleedings on them etc. (At least when they are selected). And where is the difference in sending enemy X has 25 bleed of enemy X has 600 bleeds? Its just a different number
@Warcry: There are damageconditions, support conditions
Understood, but okay. Take Ranger for example:
Opening Strike on Ranger, and pet, thats 10 stacks of vulnerability. Longbow 2 is another 10, Whirling Defense is another 12. (Yes, I use this setup), that is 32 Vulnerability. If I’m able to see 30 stacks of Bleeds on a foe, I’d like to see all of my Vulnerability applied as well!
Condition damage does not need scaling changes or a ‘buff’—rather, it needs to be fixed. Until condition damage is managed and accounted for by player rather than by stacks on a mob, it will be broken in this game.
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
maybe, but why is it then possible for 100 Conditionplayers to damage 100 different mobs on the same map, but ony stack 25 bleed on one boss mob?
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
But you need to send the hp of the mobs to everyone near and I think also the bleedings on them etc. (At least when they are selected). And where is the difference in sending enemy X has 25 bleed of enemy X has 600 bleeds? Its just a different number
@Warcry: There are damageconditions, support conditions
The problem is that the game can’t send back that the mob has a 25 stack of bleed, it sends back all the information on each of the separate 25 bleeds because each bleed does different damage per tick, ticks at different rates, expires at different times and has different times remaining.
The problem is that the game can’t send back that the mob has a 25 stack of bleed, it sends back all the information on each of the separate 25 bleeds because each bleed does different damage per tick, ticks at different rates, expires at different times and has different times remaining.
I though that the client only reported the damage YOUR conditions are causing to the target? So there is no need for the server to inform the client of EVERY condition, is there? It is more then enough enough to send each client updates about the current number of conditions+estimated number to account for lag. Which can be done quite easily.
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
I think you are greatly overestimating the task. Just one byte is enough to encode up to 256 stacks. Two bytes – 65536 stacks. A brute-force (the most stupid and simple way to do it) notification for 12 conditions would thus take 24 bytes per player. For 100 players, its 2.4KB of data required for notifications. This can be reduced greatly by using incremental updates + smarter encoding. Surely the server has enough bandwidth to send a few additional KB of data per second.
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
maybe, but why is it then possible for 100 Conditionplayers to damage 100 different mobs on the same map, but ony stack 25 bleed on one boss mob?
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
But you need to send the hp of the mobs to everyone near and I think also the bleedings on them etc. (At least when they are selected). And where is the difference in sending enemy X has 25 bleed of enemy X has 600 bleeds? Its just a different number
@Warcry: There are damageconditions, support conditions
The problem is that the game can’t send back that the mob has a 25 stack of bleed, it sends back all the information on each of the separate 25 bleeds because each bleed does different damage per tick, ticks at different rates, expires at different times and has different times remaining.
It only send back the damage your bleed do, and one player is not able to apply 600 bleeds (only with epidemic, but that needs some limitations). for the rest you only get telled, how many are on your enemie, who applied the last (or first im not sure right now) one, how long this last and how much hp your enemies has left. The only difference would be that a greater number is send 600 instead of maximum 25.
The rest is the same data that would be send to 100 players attacking 100 different enemies.
Why is this needed? Bring ONE Condi player to dungeons, its DPS is rather strong.. (20 Bleeds hitting for 140/stack, 800+ burning). The damage seems low, but its consistent! I always have a condi ele in my party and if shes the only one applying bleeds and burn, the DPS is solid. The setup I described is unbuffed, and doesn’t include the attack damage, like Churning Earth’s 9k, or Fire Grab’s 10k. Not saying its AMAZING, but it’s something to consider.
Now, in general PvE, in giant world bosses like Tequatl, having no cap would allow 600+ Bleeds… and 600+ Vulnerability, think how broken that is. I may be slightly exaggerating, but think about what you’re asking for
I think your post shows exactly why this is needed.
As you indicate, one condition build in a dungeon is okayish. Adding a second is almost useless, especially if they both stack bleeds. This means that anyone who wants to make a build based on this main form of damage is severly limited in what parties they can join. This does nothing for build diversity, and is obviously unfair to a number of players who enjoy these builds.
And I don’t understand why you think that including non-amazing condition damage on a PvE boss is somehow “broken”, yet the same players doing direct damage would be okay. If you’re suggesting that the boss would go down too fast if condition damage was counted, then I would suggest the boss needs to be re-balanced. Almost completely removing the damage done by certain build types is not a fair way to balance these encounters.
There is no need for a cap of conditions who deal damage. Vournability shouldn’t go after 25 stacks, this makes sense to not overpower the whole damage. But it makes no sense to punish bleeding skills.
If I hit with a skill for 5k damage, a bleeding skill that does the same amount over 10 sec shouldn’t be punished if he does it with 10 allies at the same time!
Also everyone deals conditions – especially bleeding – and for those who don’t know how this works: the newest condition allways removes the oldest one. Even if the oldest one was from a condition builder.
If you say “what!? No Tequatl could have 600 stacks bleeding, thats ridiculous op!!” … why? Does it matter if I deal instant 5k damage with a normal attack or if a necro casts a spell that deals 5k damage over 10 second? It’s even worse if you ask me, so why punish someones damage? It’s like to say “no, this enemy get hit by hundres blades right now – your hundred blades will no deal no damage, sry bro” … It’s just stupid and bad designed. And it need a fix.
It’s a technical limitation. The most you could hope for is for each class to get their own unique form of the various conditions in PvE only. May not be ideal, but you’ll never get more than 25 stacks. It’s the same reason AE cap will never be raised. It’s the same reason pets will forever be useless.
One suggestion I read was having conditions do something after the cap. Like reaching the chilled cap would freeze an enemy. Cripple cap would immobilize. Bleed cap would do a big burst of damage? Then reset.
I know this isn’t THE answer and I can already see the problems with what I just threw down, but it seems like it could be a place to start. (For instance, in zergs people would just melt even faster…)
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
Honestly, that is no excuse. Why add the design for condition damage in the manner that they did, if the severs your going to use cannot handle it? Secondly, once you learned they were not capable of handling the tracking of conditions to proper levels, why would’t you redesign how condition damage works, in order to prevent punishing multiple condition users working together?
It’s a technical limitation. The most you could hope for is for each class to get their own unique form of the various conditions in PvE only. May not be ideal, but you’ll never get more than 25 stacks. It’s the same reason AE cap will never be raised. It’s the same reason pets will forever be useless.
Technical limitation? Really? You have no idea about programming, do you? That’s not even a tiny little problem. Programmers literally are gods :P
Just get rid of the kittening cap. It’s ridiculous and can’t be taken serious. Really, I mean REALLY!?!?
Technical Limitations.
Honestly, that is no excuse. Why add the design for condition damage in the manner that they did, if the severs your going to use cannot handle it? Secondly, once you learned they were not capable of handling the tracking of conditions to proper levels, why would’t you redesign how condition damage works, in order to prevent punishing multiple condition users working together?
I agree totally. I don’t think “technical limitations” is really an excuse when you’re effectively gimping a whole playstyle. Something’s gotta give.
It’s a technical limitation. The most you could hope for is for each class to get their own unique form of the various conditions in PvE only. May not be ideal, but you’ll never get more than 25 stacks. It’s the same reason AE cap will never be raised. It’s the same reason pets will forever be useless.
Technical limitation? Really? You have no idea about programming, do you? That’s not even a tiny little problem. Programmers literally are gods :P
I probably have a better grasp of computer programming than you do. But this is a server side latency issue, not a client side display issue. It can’t be resolved. They’ve said as much.
Because you don’t need to send detailed data from those 100 mobs to every one of those 100 players. Whereas if you’re attacking the same mob, you’re required to send the same data (which updates in real time, btw) to all participants. Which can be any number from 1 to … map cap.
I think you are greatly overestimating the task. Just one byte is enough to encode up to 256 stacks. Two bytes – 65536 stacks. A brute-force (the most stupid and simple way to do it) notification for 12 conditions would thus take 24 bytes per player. For 100 players, its 2.4KB of data required for notifications. This can be reduced greatly by using incremental updates + smarter encoding. Surely the server has enough bandwidth to send a few additional KB of data per second.
That is if the only information the game has to send is how many stacks of a specific condition the mob has. Thing is, if each stack is applied by a different player with different condition damage then you also have to add how much damage each stack is doing, which changes every tick because of conditions finishing and being replaced. Add to that as well if one player had condition duration buffed, the other one doesn’t, the third one has twice as much condition duration and so on.
Who needs to know how long Condition X of player Y lasts and how much damage that condition does?
No one, the only thing that is important, how much stacks are on the enemy how much hp the enemy has and how long the conditions last on that enemy.
No client is interested in how much damage other players do, the important thing is the health the enemy has.
The only possible fix I can see (and this is for PVE since on PVP conditions are strong enough):
If target max stack of condition was reached
then apply (X, could be 3/4 or something similar) damage as direct damage.
This will let condition players to keep damaging the boss even when max stacks were applied. Not applying full damage is because I assume condition damage is stronger because it is spread over time and to avoid players speculating on whether apply their conditions now or later when the boss is full on stacks.
I probably have a better grasp of computer programming than you do. But this is a server side latency issue, not a client side display issue. It can’t be resolved. They’ve said as much.
I don’t think they’ve said it can’t be resolved but if they have then they are wrong. With 20+ years of experience in the software industry I can pretty much guarantee that it is solvable, with time, effort and some creativity.
They have said that the problem is due to technical limitations, that just means that it won’t work now because of how the technology works now it says nothing of the nature of those limitations.
At the moment they’re unwilling or unable to commit time or effort to investigate the issue and redesign the way the system works in order to get around these technical limitations.
The only possible fix I can see (and this is for PVE since on PVP conditions are strong enough):
If target max stack of condition was reached
then apply (X, could be 3/4 or something similar) damage as direct damage.This will let condition players to keep damaging the boss even when max stacks were applied. Not applying full damage is because I assume condition damage is stronger because it is spread over time and to avoid players speculating on whether apply their conditions now or later when the boss is full on stacks.
This is no sollution.
People are playing condition builds to do their damage over time and allways the same amount of damage to every enemy.
With your suggestion, every condition build would be played like a direct damage build.
That is if the only information the game has to send is how many stacks of a specific condition the mob has. Thing is, if each stack is applied by a different player with different condition damage then you also have to add how much damage each stack is doing, which changes every tick because of conditions finishing and being replaced. Add to that as well if one player had condition duration buffed, the other one doesn’t, the third one has twice as much condition duration and so on.
No, your client does not need to know all that. It is not reflected in the logs and not shown in the UI.
The only possible fix I can see (and this is for PVE since on PVP conditions are strong enough):
If target max stack of condition was reached
then apply (X, could be 3/4 or something similar) damage as direct damage.This will let condition players to keep damaging the boss even when max stacks were applied. Not applying full damage is because I assume condition damage is stronger because it is spread over time and to avoid players speculating on whether apply their conditions now or later when the boss is full on stacks.
This is no sollution.
People are playing condition builds to do their damage over time and allways the same amount of damage to every enemy.With your suggestion, every condition build would be played like a direct damage build.
What difference does it actually make? If the game calculates that you would have done 10 ticks of 20 damage to a boss but instead does 200 damage all at once because his bleed stacks are full then how does it affect you or your play style? You’re still applying applying conditions the same way as before so why would it be bad? Because the damage is all reported at the beginning? If that’s it then the conditions damage could still be reported by the client the same as before. A bit of smoke and mirrors perhaps but a lot better than just dropping the extra stacks.
I probably have a better grasp of computer programming than you do. But this is a server side latency issue, not a client side display issue. It can’t be resolved. They’ve said as much.
Assuming that each client receives updates every second, additional 64 bytes per notification would result in 312KB for 5000 players. Are you seriously telling me that the game server connection is that constrained that it can’t manage additional 300KB upstream per second?
The only possible fix I can see (and this is for PVE since on PVP conditions are strong enough):
If target max stack of condition was reached
then apply (X, could be 3/4 or something similar) damage as direct damage.This will let condition players to keep damaging the boss even when max stacks were applied. Not applying full damage is because I assume condition damage is stronger because it is spread over time and to avoid players speculating on whether apply their conditions now or later when the boss is full on stacks.
This is no sollution.
People are playing condition builds to do their damage over time and allways the same amount of damage to every enemy.With your suggestion, every condition build would be played like a direct damage build.
hmmm not really Mr Strawmen, it only patches situations where the target already has enough conditions and its a solution “lag” free for the servers since it only makes a quick check previous all other checks. It would actually be more efficient than what we have today since once the check is done it eliminates the problem by applying the damage as direct instead of creating a queue for more conditions to be applied.
Besides conditions builds are not entirely based on players that likes floating numbers but also because the concept behind, burning enemies or bleeding them to death sounds appealing but when your target its already cut and burnt… well just finish him.
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