stack damage is to broken
Bleed damage wasn’t changed. It was originally supposed to be buffed but they reverted it.
What you are seeing is the power creep from direct damage.
1. Everyone get FOUR additional traits- This gives everyone an immediate 15-20% damage boost.
2. Stats were moved to gear instead of trait lines. Anyone wearing power gear will have more power now than they did before the patch, further increasing damage.
3. Boons are everywhere now. Pretty much every class can spam endless boons now, meaning you gain further crit/damage/quickness then before the patch
4. Burning is OP right now. This will almost certainly be nerfed, but buring was significantly buffed.
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
You’re ignoring the fact that conditions are not the ONLY damage a condi user will deal. They are still going to deal direct damage the same way a zerker does now, and if they’re using Sinister gear like most condi users should then it’s not going to be a hugely immense reduction in direct DPS when you’re just missing a little power and crit damage.
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
You’re ignoring the fact that conditions are not the ONLY damage a condi user will deal. They are still going to deal direct damage the same way a zerker does now, and if they’re using Sinister gear like most condi users should then it’s not going to be a hugely immense reduction in direct DPS when you’re just missing a little power and crit damage.
So now when condi users are closer to zerkers people start to complain its not like you dont do the same oh im wrong even more damage then you did before to.
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
You’re ignoring the fact that conditions are not the ONLY damage a condi user will deal. They are still going to deal direct damage the same way a zerker does now, and if they’re using Sinister gear like most condi users should then it’s not going to be a hugely immense reduction in direct DPS when you’re just missing a little power and crit damage.
depends entirely on your class. A condition spec necro does ~200 direct damage dps.
A condition spec ele/warrior/engineer does 5-6k direct damage dps in addition to conditions. Their direct damage should either be significantly scaled down or necros direct damage should be scaled up. Probably the former. The problem is currently they increased both condition damage and direct damage and allowed certain specs to maximize both.
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
proof that it is due to conditions as opposed to the 20-30% direct damage increase? or just trying to get conditions nerfed because you don’t like them?
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
proof that it is due to conditions as opposed to the 20-30% direct damage increase? or just trying to get conditions nerfed because you don’t like them?
I have nothing against conditions, hell I like how a little variety is coming into the zerker meta.
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
proof that it is due to conditions as opposed to the 20-30% direct damage increase? or just trying to get conditions nerfed because you don’t like them?
they increase the stacks on teq not 10 or 25 max but over 80 stacks ore more
so teq was totally bleeding to dead in seconds
i saw his hp go down so fast i think wtf
some world bosses are all ready to easy like shatty and fire ele
and with this new update teq and jormag will be down in a few min also
i really like to see a good world boss fight that many player need to fight for it
and not pew pew and he is dead up to the next 1 not really i like to see from a good boss fight
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
You’re ignoring the fact that conditions are not the ONLY damage a condi user will deal. They are still going to deal direct damage the same way a zerker does now, and if they’re using Sinister gear like most condi users should then it’s not going to be a hugely immense reduction in direct DPS when you’re just missing a little power and crit damage.
due to the lack of precision and/or ferocity, their base damage won’t be anywhere near that of a ’zerker.
and sinsiter builds, while quite powerful, lack the survivability of the more traditional carrion build – meaning it’s easier to shut them down before the conditions stack up.
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
proof that it is due to conditions as opposed to the 20-30% direct damage increase? or just trying to get conditions nerfed because you don’t like them?
they increase the stacks on teq not 10 or 25 max but over 80 stacks ore more
so teq was totally bleeding to dead in secondsi saw his hp go down so fast i think wtf
some world bosses are all ready to easy like shatty and fire eleand with this new update teq and jormag will be down in a few min also
i really like to see a good world boss fight that many player need to fight for itand not pew pew and he is dead up to the next 1 not really i like to see from a good boss fight
Teq has ~50,000,000 HP…. bleeds do MAX 150 damage per stack at level 80, that is with full condition gear and 25 stacks of might. 80 stacks of bleed would do 12,000 dps… it would take 70 minutes to kill him with bleeds even if everyone wasn’t downscaled…. try again.
Bleed damage wasn’t changed. It was originally supposed to be buffed but they reverted it.
What you are seeing is the power creep from direct damage.
1. Everyone get FOUR additional traits- This gives everyone an immediate 15-20% damage boost.
2. Stats were moved to gear instead of trait lines. Anyone wearing power gear will have more power now than they did before the patch, further increasing damage.
3. Boons are everywhere now. Pretty much every class can spam endless boons now, meaning you gain further crit/damage/quickness then before the patch
4. Burning is OP right now. This will almost certainly be nerfed, but buring was significantly buffed.
When every player does 10k damage now, even 500 stacks of bleed from pure condition users would only add 75k dps. A pittance compared to 100 zerker players doing 10k dps now.
I would not call it power creep at all, that would have to come from better gear and higher caps on damage ranges. Since launch the damage output from lvl 80 exotics has been the same, the only ‘creep’ we got was the marginal increase in damage afforded to users who invest in ascended gear.
I had my doubts that 1500 stacks of condi would turn out well.
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
Considering conditions cant crit and they now after a ramp up time are close to what a direct damage person do right away… can you please explain why remove crit immunity?
its not like there is 1 person applying those 80-100 bleeds.
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
Considering conditions cant crit and they now after a ramp up time are close to what a direct damage person do right away… can you please explain why remove crit immunity?
its not like there is 1 person applying those 80-100 bleeds.
Because otherwise condition builds will dominate fights like this.
If they rebalanced everything without crit immunity, both pure power and condition builds would be viable. Remember, a lot of condition specs also rely on crits for procs.
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
Considering conditions cant crit and they now after a ramp up time are close to what a direct damage person do right away… can you please explain why remove crit immunity?
its not like there is 1 person applying those 80-100 bleeds.
Because otherwise condition builds will dominate fights like this.
If they rebalanced everything without crit immunity, both pure power and condition builds would be viable. Remember, a lot of condition specs also rely on crits for procs.
afew condition builds do yea but all power builds get a buff from the removal of crit immune, it seems to me that you just want power builds to out preform condi builds again bud
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
Considering conditions cant crit and they now after a ramp up time are close to what a direct damage person do right away… can you please explain why remove crit immunity?
its not like there is 1 person applying those 80-100 bleeds.
Because otherwise condition builds will dominate fights like this.
If they rebalanced everything without crit immunity, both pure power and condition builds would be viable. Remember, a lot of condition specs also rely on crits for procs.
afew condition builds do yea but all power builds get a buff from the removal of crit immune, it seems to me that you just want power builds to out preform condi builds again bud
Seem to me that you have trouble reading. Condition builds will absolutely no contest dominate these fights. Bringing a power build and not being on add duty means you are severely hurting the group. Does THAT make sense to you?
Everything needs to be equal, champ. Stop wanting conditions to dominate just because power used to dominate.
Also:
https://forum-en.gw2archive.eu/forum/game/gw2/Things-we-know
Condition Damage is not dominating now!
Yes, Burning is OP, but that’s it. Bleed got effectively nerfed (the break even point is 2051 CD, WTF).
Yes, you see more stacks now than you did before, of course. But that doesn’t mean that the conditions are the main source of the damage boost you are witnessing. Power builds got a huge buff, they are what results in bosses going down so quick. Condition builds add to that, but only in a very minor way.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
The problem is that Teq and other world bosses are balanced around power damage and critical hit immunity. So when a condition build comes along that can do far more damage than pure power, they will die very fast.
I think they need to remove crit immunity and rebalance all world bosses.
Considering conditions cant crit and they now after a ramp up time are close to what a direct damage person do right away… can you please explain why remove crit immunity?
its not like there is 1 person applying those 80-100 bleeds.
Because otherwise condition builds will dominate fights like this.
If they rebalanced everything without crit immunity, both pure power and condition builds would be viable. Remember, a lot of condition specs also rely on crits for procs.
afew condition builds do yea but all power builds get a buff from the removal of crit immune, it seems to me that you just want power builds to out preform condi builds again bud
Seem to me that you have trouble reading. Condition builds will absolutely no contest dominate these fights. Bringing a power build and not being on add duty means you are severely hurting the group. Does THAT make sense to you?
Everything needs to be equal, champ. Stop wanting conditions to dominate just because power used to dominate.
Also:
https://forum-en.gw2archive.eu/forum/game/gw2/Things-we-know
oh realy what rock have you been hiding under during the 3 year power user or go home era?
less then a day and you spring up from under that rock and attack condi damage when it get close to competetive pve.
What bosses need are condi cleanses or water fields to cleanse conditions from time to time…. and on the other side of the spectrum immune to direct damage aswell at intervalls
Perhaps the difference is that most condition users aren’t now a complete dead weight at world bosses.
Maybe this is a knee jerk reaction to the absolutely insane damage teq now takes from conditions, he goes down in a quarter of the time it took before.
proof that it is due to conditions as opposed to the 20-30% direct damage increase? or just trying to get conditions nerfed because you don’t like them?
This!
[Skol]
World Bosses like this are immune to critical hits. This means Precision and Ferocity are useless. They are also balanced around 25 stacks of Bleed, etc. Once this cap was removed, OF COURSE condition builds are going to dominate them. In a battle of power only versus conditions, conditions will crush.
Therefore what needs to be done is a rebalancing of all world bosses. Otherwise it will be only conditions ‘allowed’, instead of being using what you want.
And linken, let go of your petty hate. This is not about your weird vengeance against power builds, or condition’s turn to dominate. This is about BALANCE. Conditions and power should both be viable.
Actually DoT in dungeons is almost equal to berzerker but is still less effective.
Nope, because it takes a few seconds to ramp up, and in those few seconds the boss could already be dead. Lupi taking 11s now >.<. Grenade Barrage -> Acid Bomb -> Flame Blast -> Jump Shot -> Blunderbuss -> hope you caught a dodge and 4X orbital. In that time many bosses will be dead.
At least in meta groups.
Sinister and condi’s are certainly interesting but with potential nerfs and the math still needing to be done, hard to say for sure, but I know I’m making a second set of Sinister.
#NoFeedback #EleWaterMasterClass
Mesmer : Black Eternity : https://www.youtube.com/watch?v=eCYXcr8zORY
Ele 1 : Eara Ignigena : https://www.youtube.com/watch?v=CIF0n21JHn4
Ele 2 : Here For The Blasts : https://www.youtube.com/watch?v=4vkoP6fTlog
Ele 3 : Eraser On Fury : https://www.youtube.com/watch?v=bPaIHm_AgfU
Warrior : Mighty Alana : No PoV
Now about Open world and PvP it is another story.There really needs some rebalancing lol.Tequatl these days dies like a…..
(edited by moiraine.2753)
There are a lot of things contributing to world bosses getting dunked on, especially before today.
Bear in mind that a lot of boon sharing skills and traits were applying to all players in the radius instead of obeying their caps. So basically every player in the stack and 100% uptime of 25 Might and often Quickness. Fury too, but in the context of world bosses that doesn’t actually matter since they cannot be crit. Either way a massive amount of force multiplication was getting added to the player side that should not have been.
Conditions being uncapped certainly account for a large portion of the increase in total combined player DPS versus world bosses. But you also have to remember that up until yesterday, Power-focused builds were already dealing much closer to their potential output than Condition-focused builds. The record on Tequatl was already something like 13 minutes left on the timer before this patch, because the players that set out to specifically do that intentionally built a group that would not be nearly as hindered by the Condition cap. Point being potential combined player DPS has always been closer to what you’re seeing now than what you were seeing in fully open, random groups at world bosses. You just had a much larger proportion of your combined DPS being outright blocked by the design. That particular part of the design was pretty damaging to the overall player experience and we should not be asking for it to be restored. It was not “healthier” than what you’re seeing now. What needs to happen is world boss health rebalanced to account for Condition builds now offering most of their potential DPS just like Power builds have for years, though additional considerations need to be made for the fact that world boss crit immunity does not affect both sides of that coin in the same fashion.
There’s also just a lot of misjudged opportunity costs in the new world of uncapped Conditions. Burning’s coefficient doesn’t appear to be in tune with the frequency in which it gets applied from certain sources, and weapon balance needs another pass to examine how much direct damage is being sent out by attacks that apply damaging Conditions. The latter is pretty important because this did not matter nearly as much in a world where those Conditions were often getting culled in PvE.
Resist the urge to conflate all the potential issues together and point to any one specific thing as being the lone culprit. If you don’t take the time (or, more importantly, they don’t) to isolate each piece that is contributing to the balance shift then the changes made out of ignorance are going to do more harm than good to the health of the game.
Well they took the proper path of removing crit immunity and increasing health. Now we see how it turns out.
Edit – looks like Anet messed up and failed to make them properly crittable.
(edited by dietzero.3514)
1. Everyone get FOUR additional traits- This gives everyone an immediate 15-20% damage boost.
Except rangers. We had three of our 10% damage bonus traits outright removed.
-BnooMaGoo.5690
1. Everyone get FOUR additional traits- This gives everyone an immediate 15-20% damage boost.
Except rangers. We had three of our 10% damage bonus traits outright removed.
Necros couldn’t even get that many modifiers in the first place :<