Conditions and critical hits.

Conditions and critical hits.

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Posted by: Eon.5428

Eon.5428

So basically im wondering why condition’s cant crit? There may have been some dev post about how its a bug and they are supposed to or something like that pertaining to this question but i haven’t seen it so im curious.

Conditions tick pretty fast so i figure that if they could crit that they would hit for less critical damage or have reduced chance to crit. Allowing them to crit would give condition builds more damage and would still have ramp up time to reach full effect like current condition builds.

For example the necromancer trait line curses increases precision(chance to crit) and condition damage so it seems like conditions were supposed to be able to crit or not to be mean to people at anet someone was just feeling awfully kitten when choosing what stats curse trait line raised.

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Posted by: Animosity.5231

Animosity.5231

A good condition build can maintain tons of stacks. Thief D/D or P/D, Ranger SB, and Necros all have excellent condition builds with plenty of condition uptime, and damage. There is no need to make them crit, and would only throw these builds out of line. Other class’ condition builds need to be brought up to par, though.

Some trait locations don’t make much sense – don’t think anyone can argue this, and some are just bad. The problem is not specific to Necro.

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Posted by: Eon.5428

Eon.5428

I wasn’t meaning it was just necro was just my example.

It seems right now though burst damage is king so letting them crit would give them more damage but would still have to add up stacks.

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Posted by: MaXi.3642

MaXi.3642

its very easy…

1) there are many sources of conditions
2) conditions ignore armor
3) conditions stacks with itself

i think you are refering to WOW, where conditions could crit from some datadisk/patch, but its very different, in WOW, pure condition (DOT) classes had only few sources which doesnt stack with itself (like our conditions do) and slow ticks (every 3 sec or so), compared to direct dmg it was very underpowered and needed a buff, thats not our problem

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Posted by: Eon.5428

Eon.5428

Im not thinking of wow im just asking why conditions cant crit. For the most past fight are fairly quick so it seems like to me that conditions being able to crit would allow them to keep up with burst build which are the favored right now.

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Posted by: MaXi.3642

MaXi.3642

if you are not thinking of wow, i still answered your question… making conditions crit would make them incredibly overpowered, even now they are strong and ppl are forced to get condition removal utility if they dont want to get kittened…

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Posted by: Asmodean.5820

Asmodean.5820

I play a condition necro mostly and my experience is…

Pros:
1. Ignore Armour/toughness

2. You can easily find the real mesmer again ^^

3. Sometimes opponents miscalculated when to run

Cons:
1. Slow initial damage (Compared to direct damage the application takes ages)

2. Slow damage in general (they get often wiped by effects, especially by some guardian builds). Compared to a shortbow ranger a necro has to work for a long time to get a good deal of bleeds running…only to see the wiped.

3. Switching targets is because of the need of stacking problematic if you either do not run “epidemic” (as a necro) or they are too far apart

4. They get wiped when someone goes into downed state …. yipiii have fun stacking them again if you cannot stomp him

All in all I think the biggest problem – from a necro pov- the conditions need either a dispel protection, or a “burning fever” which consumes all conditions and does X% of damage as a one-time burst, and/or a slight tad more dps.

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Posted by: Eon.5428

Eon.5428

Asmodean you makes good points and i guess what im really thinking is with all the condition removal and such that having some form of a little more burst on condition damage wouldn’t break the build so much as bring them up to par.

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Posted by: The Boz.2038

The Boz.2038

In most other games, the “burst vs dot” balance is designed in such a way that burst will, in some cases, be enough to drop someone really fast if an opening is secured, but a dot will do more damage in time.
In this game, dots lose out on both fronts.
I play a condition necro, and I often find myself what’s the point of my role that a straight up damage build couldn’t do too? It can’t be countering low-HP guardians and eles, because their bunker builds are often ~immune to conditions, with how fast they remove them…

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Posted by: evilapprentice.6379

evilapprentice.6379

Damaging Conditions definitely need a little something, but what that something is will be hard to determine – they’re close to where they need to be, and any changes need to be careful not to make them overpowered. That said;

- Conditions should not be removed on down. Its just silly. Conditions already do low front end damage, why are you wiping out all my effort because you went down? Direct damage doesn’t suffer the same penalty. It’s a big deal for denying a revival; you can’t always immediately go for the stomp. Direct damage and AoE can keep a downed player out of quick revival range, setting up for a stomp in the future, or slowing down a revival long enough to get the stomp off – apply condition damage to a freshly downed player who’s got a friend ready to revive him in 2-3 seconds is a waste of time usually because of the low front end damage.

I personally like 2 of the options set out here – condition damage critting, or an ability that says “Consume all conditions of type x – do some reduced % of the damage they would have done had they gone to full lenght”. Both have potential problems though.
I’m not sure how other classes are built, but conditions that could crit on Thief wouldn’t be so bad – its almost impossible to build a condition spec you’d actually want to run with any traited crit/Crit damage. You’d probably be running 30-35% crit from a Rabid Ammy, and something like 0-15% crit damage. Other classes I don’t know well enough to make that assessment; if there is a workable condition build where you could get 50%+ crit and 40-50% bonus crit damage, double damage bleeds might eat people alive.

I -really- like the idea of an activated “Consume conditions, do X damage” sort of ability as a counter to constant condition cleansing, but it seems complicated concerning placement. If you stick the ability on a weapon, which weapon? If you make it a utility, which utility do you replace/change?

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

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Posted by: rickshaw.5279

rickshaw.5279

With the abundance of condition removal I agree w/ the author. Conditions do need some boost. Maybe not the ability to crit but even when fully specd for conditions the damage is lackluster. The only time it’s worthwhile is if you’re pitted against a team of noobs that don’t carry condition removal.

The fact that power doesn’t affect con dmg is what puts it behind. Maybe some form of innate con dmg would help? You net a base power but no base con. That immediately puts it behind. Or perhaps upping the sasr unmodded dmg?

Right now Burns are the only real worthwhile conditions because they hit hard for short spans making them less likely to get washed. As opposed to bleeds which are much more readily neutered.