(edited by AllNightPlayer.1286)
make objects vulnerable against conditions
But how can you make a gate bleed? How can you poison a stack of crates? Is it possible to cripple (ie: break or sprain the leg or foot of) a wall?
I could understand burning, and maybe vulnerability or weakness in a certain context, but most other conditions (fear? blind? confusion? slow? torment?) simply do not make sense.
Keep in mind, there are WvW skills which do things similar to condition damage in the form of unlockable siege skills. Flame ram skills come to mind. I don’t think this really needs to be addressed with the sweeping expediency you’re requesting.
In PvE, for leveling at least, it is a real necessity.
that it makes every other class in the game boring to play.”
Hawks
A few objects WITH a few conditions, I can understand. But all conditions, on all objects?
We have enough Earth elementals bleeding, as it stands.
I’d like a realism overhaul. Add a few conditions to objects like burning but take away conditions from things that don’t make sense. Why is that fire elemental taking burning damage? How do I poison the undead when they are already walking bags of rotting flesh? Isn’t that Ice Elemental already chilled? How can a non-Asura be slowed when they are already…slow?
What if they added another rule to conditions where if the target is nonliving a condition causes vulnerability to damage. That way you won’t see gates bleeding or crippled for examle but instead conditions cause it to take more damage faster. Keeps immersion but makes conditions useful too.
I’d like a realism overhaul. Add a few conditions to objects like burning but take away conditions from things that don’t make sense. Why is that fire elemental taking burning damage? How do I poison the undead when they are already walking bags of rotting flesh? Isn’t that Ice Elemental already chilled? How can a non-Asura be slowed when they are already…slow?
Most fire elementals are immune to burning already …
Yes please for PvP…..
Every time I get the map with the Trebs I have to ask my team at start to please wipe it if someone is on it as I am a Cond Ele and take far too long to wipe it due to that….
I believe this falls under the “balance” category.
But how can you make a gate bleed? How can you poison a stack of crates? Is it possible to cripple (ie: break or sprain the leg or foot of) a wall?
If they can make engineer turrets vulnerable to conditions, then I think they should do it to other objects too. The same balance issues apply, right?
Some conditions I can explain. Poison is wood rotting, fungus, or rust. Bleeding can be water causing wood warping and crack expansion.
Some I can’t really explain (crippled walls, for example), but even if they don’t seem to do anything by themselves, they need to apply so traits that rely on them can still function.
delicate, brick-like subtlety.
Objects in HoT maps actually are vulnerable to conditions, they just haven’t retroactively applied it to the rest of Tyria for… reasons, I guess.
This is very important. All neutral objects should be able to take damage from condition damage. Otherwise it takes excessively long to kill a neutral target which any standard damage player can kill in a fraction of the time. This is an unfair disadvantage that plays zero bearing on game balance. Mesmsers and necromancers take forever to kill things as a result.
Just change the name of every condition applied to inanimate objects to “structural failure” or something like that. Keep the mechanics, dmg and numbers, and change the names so people who need “realism” doesn’t feel wrong by seeing a wall bleed.
that it makes every other class in the game boring to play.”
Hawks
Just change the name of every condition applied to inanimate objects to “structural failure” or something like that. Keep the mechanics, dmg and numbers, and change the names so people who need “realism” doesn’t feel wrong by seeing a wall bleed.
For some reason when I read “feel wrong seeing a wall bleed” I lol’ed inside :P