conditions on objects

conditions on objects

in Guild Wars 2 Discussion

Posted by: Magische Boek.2530

Magische Boek.2530

i was doing a story line mission and i had to kill this supply cart. than i noticed there’s conditions on it. why is this not the case with other objects in the game? leveling my necromancer to 80 was hell because of this.

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I’m not arguing!
I’m simply explaining why I’m right.

conditions on objects

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Well, I would say, be happy and move along.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

conditions on objects

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Posted by: StinVec.3621

StinVec.3621

I believe objects (barrels, rockslides, other things) also do not permit triggering of critical hits and any sigils that proc on critical hits (fire, air) do not trigger when attacking such objects. As ranger pets rarely attack objects you are attacking (other than centaur weapon stands in harathi hinterlands) rangers are also immediately at a disadvantage when attacking said objects, especially in conjunction with conditions (shortbow #1 bleeding, etc) also not applying to such objects (I know, “how can a barrel bleed”, etc). Poison condition should be applied as Acid when attacking an object, and other conditions should have a logical alternative as well for when being applied to objects in order to maintain effectiveness of the player when attacking such items.

There’s definitely some work that needs to be done in regards to objects and the damage types they are susceptible to.

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(edited by StinVec.3621)

conditions on objects

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Posted by: Fernling.1729

Fernling.1729

I believe objects (barrels, rockslides, other things) also do not permit triggering of critical hits and any sigils that proc on critical hits (fire, air) do not trigger when attacking such objects. As ranger pets rarely attack objects you are attacking (other than centaur weapon stands in harathi hinterlands) rangers are also immediately at a disadvantage when attacking said objects, especially in conjunction with conditions (shortbow #1 bleeding, etc) also not applying to such objects (I know,
how can a barrel bleed", etc). Poison condition should be applied as Acid when attacking an object, and other conditions should have a logical alternative as well for when being applied to objects in order to maintain effectiveness of the player when attacking such items.

There’s definitely some work that needs to be done in regards to objects and the damage types they are susceptible to.

I would also include the big bosses that act as objects. That is a huge problem in my eyes.

conditions on objects

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Posted by: Escadin.9482

Escadin.9482

They are also often prefered targets for minions which take ages to destroy those objects… Well, supplies can’t burn for obvious reasons but we have enough realism to let your necromancer suck life force out of them, at least.

conditions on objects

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

I would also include the big bosses that act as objects. That is a huge problem in my eyes.

Lol why?
You would hit conditionbuilds thousand times more than zerker builds.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

(edited by xXxOrcaxXx.9328)

conditions on objects

in Guild Wars 2 Discussion

Posted by: StinVec.3621

StinVec.3621

I believe objects (barrels, rockslides, other things) also do not permit triggering of critical hits and any sigils that proc on critical hits (fire, air) do not trigger when attacking such objects. As ranger pets rarely attack objects you are attacking (other than centaur weapon stands in harathi hinterlands) rangers are also immediately at a disadvantage when attacking said objects, especially in conjunction with conditions (shortbow #1 bleeding, etc) also not applying to such objects (I know, how can a barrel bleed", etc). Poison condition should be applied as Acid when attacking an object, and other conditions should have a logical alternative as well for when being applied to objects in order to maintain effectiveness of the player when attacking such items.

There’s definitely some work that needs to be done in regards to objects and the damage types they are susceptible to.

I would also include the big bosses that act as objects. That is a huge problem in my eyes.

I hear it is still a major issue for engineer turrets that do not attack objects, thus they still do not attack some bosses who are incorrectly marked as objects. :\

| [“I’d really like this…” — Resource for Gifting Strangers] |
| [Free Ports For All “Not So Secret” JP Needs (and 1st Try Dive Tips)] |
| [Classic Thread: “all is vain”] |

conditions on objects

in Guild Wars 2 Discussion

Posted by: Escadin.9482

Escadin.9482

I believe objects (barrels, rockslides, other things) also do not permit triggering of critical hits and any sigils that proc on critical hits (fire, air) do not trigger when attacking such objects. As ranger pets rarely attack objects you are attacking (other than centaur weapon stands in harathi hinterlands) rangers are also immediately at a disadvantage when attacking said objects, especially in conjunction with conditions (shortbow #1 bleeding, etc) also not applying to such objects (I know, how can a barrel bleed", etc). Poison condition should be applied as Acid when attacking an object, and other conditions should have a logical alternative as well for when being applied to objects in order to maintain effectiveness of the player when attacking such items.

There’s definitely some work that needs to be done in regards to objects and the damage types they are susceptible to.

I would also include the big bosses that act as objects. That is a huge problem in my eyes.

I hear it is still a major issue for engineer turrets that do not attack objects, thus they still do not attack some bosses who are incorrectly marked as objects. :\

Well, while leveling I’ve had my turrets dead-locked on some supply crates quite often. I can’t tell if they still don’t attack most world bosses, since I rarely do them and most of the time my turrets explode instantly anyway.