PvE Confusion condi rework

PvE Confusion condi rework

in Guild Wars 2: Heart of Thorns

Posted by: HorazVitae.9364

HorazVitae.9364

So, for PvP confusion, especially on the mesmer, is a great condition. Forcing your opponent to either cleanse it or run from you until it expires makes it unique and rewarding to use.

For PvE, not so much unfortunately…

Let’s say you go all out on a full condi chronomancer with rune of perplexity and apply 20+ stacks of confusion to your enemy mob. What usually happens is that it will run out before the afflicted mob performs an attack (now that has improved in HoT, where mobs seem to be more active but is still an issue for confusion) which is even more true for champions and bosses. Sure, we got the percentage of a tick per second but with it being so miniscule there is no way it could replace the thus missing effectivity. Now I’m not saying that the trickle dmg should be increased, (since that’d be op) but rather l’d just rework the condition and how it works in PvE altogether.

So what i had in mind was instead of applying timed stacks like bleed, burn or any other condition for that matter, it could apply a stack with infinite (or at least significant, i. e. 30+ seconds baseline) duration, which would then damage the enemy once on action and then disappear. The base dmg trickle would be removed and confusion would thus stack up on the mob until it performs an action, resulting in the spike dmg this condition is supposed to be doing removing all the stacks which were on the mob. Increased condition duration could now increase the number of times the stacks apply or, if that’s too hard on the engine or the devs, just increase the number of applied stacks.

This would adress the issue of it being based on the mobs’ rng as well as make it viable against all variants of enemies.

(Didn’t know in which subforum to put this so I just posted it in normal GW2 and HoT since it is relevant for both sides anyway)

Peace out.