Are conditions too quick? (PvP)

Are conditions too quick? (PvP)

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Posted by: Bri.8354

Bri.8354

Conditions are meant to act as attrition damage, but do they apply their damage too quickly, making them too close to physical damage but without the drawbacks?

It was always my impression that conditions were meant to be built up over time before they became a threat, presenting a good opportunity to remove them with condition clears. But it doesn’t seem to work this way.

Instead, conditions are about quick application and removal. In the old system, burning and poison didn’t stack, so you tried to maintain it on the opponent rather than building up a long duration. Bleeding on the other hand did stack, but its application was frequent and duration low. No matter how hard you tried to remove these conditions, you had them back on you in another few seconds.

Now with the condition changes, everything functions like bleeding. Conditions get built up but only last a short duration, so removal is twitch based. It’s like you’re fighting a glass cannon, only you are using condition clears as a form of active defense to avoid their spike damage.

I think condition builds would be a lot more balanced and fun to fight against if things were slowed down significantly. For instance, what if conditions lasted 5 times longer but did 20% their current damage? Condition clears could also be changed to be more powerful for a single use, but less abundant and on longer cooldowns.

Are conditions too quick? (PvP)

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

It would scale the ramp up time but not the maximum damage. so in a sense you are making sense problem is to fin the balance between DPS spike and DOT what is the time when boths should be able to kill eachother? it should be -roughly- at the same time to be fair. also you arew suggesting something whcih could easily make condition removal the complete counter vs any DOT build. Some builds already have 10+ cleanses in 32 seconds (e.g. : guardian w. 5 shouts traited with runes of the trooper?)

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Are conditions too quick? (PvP)

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Posted by: Bri.8354

Bri.8354

also you arew suggesting something whcih could easily make condition removal the complete counter vs any DOT build. Some builds already have 10+ cleanses in 32 seconds (e.g. : guardian w. 5 shouts traited with runes of the trooper?)

They would definitely have to modify condition removal. Perhaps we could have 2 types, one which is frequently used which only removes a set number of stacks of a condition, and another that removes it completely which would be for more powerful skills?

(edited by Bri.8354)

Are conditions too quick? (PvP)

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Posted by: vincecontix.1264

vincecontix.1264

Nope in pvp they are uderpowered apart from burning. You don’t even have time to really apply condis because raw dps is so high you can be blown up in seconds.

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

Are conditions too quick? (PvP)

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Posted by: SlayerSixx.5763

SlayerSixx.5763

With a burn guardian, I can get 10 stacks of burn in a 2 second window lasting about 6 seconds dealing 4k damage per tick that I can renew every 40 seconds. If I avoid waiting for the runes to proc, I can get 6 stacks every 12 seconds dealing 3k damage per tick for 6 seconds. All of this at 1200 range. All of this using two skills and a bunch of passive procs. Gotta love how this is 10x easier to play than a LB power ranger.