Condi History & Analysis

Condi History & Analysis

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Posted by: Saiyan.1704

Saiyan.1704

I remember condi being a 1v1 “cheese” build in dueling servers. When it got more popular among the community, the handful of players wanted it to be viable in a competitive aspect. Some got their desired wish while the oppose found the play style to be an utter annoyance. The main grievances came from the build’s ease of play, coupled with certain classes lack of tools to easily cope with condi in general.

I’m a firm believer of positive change. The vast amount of players should definitely have the tools to cope vs condition while the condi players (see build diversity) should choose how to deliver their damage. Every player should be able to make their own style work. Every class should have the tools they need to outplay said style. Here’s a short, general, history recap between the differences of condi in soloQ compared to how TeamQ manages it.

SoloQ in the past year.

  • A given team often yielded poorer team-wide condi cleanses. A solo player often died to condi builds. There was a high possibility of a team-wide wipe from just condi. Node “Defenders” or “Assaulters” with condi builds were more prevalent in their roles.
  • Certain players don’t want condi working in any aspect of the game due to it’s “ease of use” playstyles.

TeamQ equivalent

  • Condi builds were irrelevant as they were utterly useless among synchronized teams, in a 1v1 standpoint (unless u were mes or ranger) and in a zerg skirmish-fight standpoint. Node Defenders or Assaulters weren’t needed as a power/bruiser build could perform more efficiently in general.
  • Certain players wanted condi builds to work in team fights.

The Present

SoloQ

  • A single player is covered with more prevalent conditions than before. In a team skirmish scenario, these numerous unique conditions made it hard to cleanse the damaging condis. It resulted in ever more frustrating teamfights while side node Defenders and Assaulter builds came to a screeching halt thanks to HoT.
  • Certain players call all condi more OP than ever, when there’s quite literally only 3 viable condi classes, if that. A mix of new and old excuses that were even more politically incorrect than previous metas.

TeamQ

  • A slight mirror of SoloQ with the exception of condi clutter being prevalent rather than conditions as a whole. I would argue (rather, agree with) that condition clutter; unique condi applications, is the main cause of player frustrations.

I’m uncertain how conditions will be reworked but I just hope it’s done in such a way where Power classes can say “ok, fair enough” in a given encounter. Instead of a QQ “condi cheese” (subjective) rant we’ve been seeing on the forums.
/endthought

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

(edited by Saiyan.1704)

Condi History & Analysis

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Posted by: dominik.9721

dominik.9721

Your “proper” analysis gave me 3 stacks of bleed and torment

Grimkram [sS]

Condi History & Analysis

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Posted by: Saiyan.1704

Saiyan.1704

I’ll try to find some WWII pictures for added dramatic effects and illusions of genuinity.

Attachments:

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

Condi History & Analysis

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Posted by: Trevor Boyer.6524

Trevor Boyer.6524

I don’t know about anyone else but the balance concerning power vs. condi felt pretty spot on to me during S3.

I use the name Barbie on all of my characters.

Condi History & Analysis

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Posted by: messiah.1908

messiah.1908

i dont have probem regarding dmg by power or condi

the problem i think is the sustain some class and build have and even more with passive sustain abilities

Condi History & Analysis

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Posted by: Jourdelune.7456

Jourdelune.7456

“Instead of a QQ “condi cheese” (subjective) rant we’ve been seeing on the forums.”

In summer 2015, I did played condi mesmer (“Dal Dal Dal”).

The build was amazing. Everyone could use it and kill with a 98% ratio. The only I could not kill was the bright guyz that stop moving (torment) and attacking (confusions). Nobody could kill me in 1v1.

It was a condi cheese build. Of course, they nerf some traits so the confusions/blinds/torment, so now it’s harder to pull out even with new HoT spec.

The thing is, that build was stronger than it is now, but was considered cheeze. But the nerfed condi mesmer of today is in the META.

So, when I was trying to play that build with Trackful and friends, many did say some comment about the cheeze but love a lot my 1v2 on far… killing over and over players. Even 1v3. It was a great OP need to nerf classes.

But still, I was not able to get “credit” for my kills because of that “cheeze” aura.

Actually, “cheeze condis” are stacked in soloq or in teamq. So, that “old mentality” of cheeze for condis is gone or less prevalent than in the past.

We really need 1 or 2 “more” different classes that AOE cleanses with viable build, to balanced the conditions actually.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: RlyOsim.2497

RlyOsim.2497

8/8 analysis.

Condi cheese is more about the balance of risk/reward or difficultly to play/reward.

Guild Wars 2 is a game aimed at attracting a casual population, that the pvp mode allows players who are new to pvp to jump in and feel accomplished on these relatively simple builds is not really a surprise if you give it some thought.

Condi’s won’t be going anywhere, if anything the rest of the classes need a meta condi build.

All that said, these ‘balance patches’ are a bit of a joke and tend to have little to no regard for longterm class ‘feel’ so who know’s what they’ll do with the condi balance.

The Ghost of Christmas Past