Conditions are to weak for game balance

Conditions are to weak for game balance

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Posted by: Nova Stiker.8396

Nova Stiker.8396

That’s right, if Guild Wars 2 wishes to balance the usefulness of conditions vs. power, conditions must be made more powerful.

But to counter act this, conditions must be rarer, cannot be applied by spamming and ideally skills not carry more than 2 conditions on them.

Condition removal should also be a rarity, traits, utilities and skills should carry so much denial.

Lastly conditions need a bigger role than raw damage and actually require thought even if you are not specced into it.

I posted this before but I cannot stress enough that conditions can have a place in Guild Wars 2 balance. Just the path they are taking is currently “add more conditions, then add more condition removal” and it goes no where.



Burning – deals more damage the higher health the target has. (125% – 25% ratio)
Burning is a powerful condition, it’s base damage is just good. Adding an extra thousand damage to your flurry of attacks. Not matter the situation, burn is useful. Which is also a problem, to make burning more prominent as well as giving it a major damage decrease. I’ve decided the best way to handle burning was to reduce it’s damage the lower the targets health but increase it the higher the health the target has.
(The opponent starts taking less damage from burning after the 75% health mark)
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Bleeding – deals more damage the lower health the foe has. (25% – 125% ratio)
Following the same formula of burning, bleeding has it’s damage reversed. Aiding to the idea of ‘bleeding out’ bleeding will deal more damage the less health target foe has. (Bleeding dealing 100% of it’s damage at the 25% of the opponents health mark)
Now, this may seem like a massive nerf, which it is but remember, bleeding stacks, by the time you apply ~14 stacks of bleeding, the opponent SHOULD already have lower health. This will decrease to need to spike opponents with 10 stacks of bleeding who is already at full health.
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Torment – no longer deals damage upon movement. Stacks duration. Torment still deals damage over time, if the foe affected by torment goes near its ally, it transfers torment. (Cannot transfer more than once.)
The dreaded update brought this monster with it. Torment. By game design, it’s bad. It punishes mobile players and it hits hard.
Too hard.
The problem with this condition is that it’s very damaging giving ANY situation. It needs a nerf, not only to bring down it’s power but to allow more builds. The problem with super strong conditions and boons is you must limit them.
I decided the best route would to bring back a similar effect, a condition in Guild Wars 1 called disease. The change to this is simple, if you go near a player, they become affected by Torment. This will allow more interesting gameplay, punishing enemies that group together. It’s damage is NOT going to be very large, I’d say less or equal damage to poison. It’s purpose is to harm enemies running close together and focusing single targets.
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Immobilize – no longer halts movement. Immobilize causes Endurance Degeneration and foes attempting to dodge while immobilized are knockdown instead. Foes with no endurance take damage.
Immobilize has no strategy too it, it’s to powerful to have wide spread and to simple to not spam away.
The idea of immobilize is to stop very evasive, dodge happy foes. With this change, it will do just that. Changing its role from use on anyone at anytime to punishing dodge happy players (which is most PvPers). At this point, there is no punishment for dodging freely and openly, there should be a condition to counteract just that.

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Posted by: Nova Stiker.8396

Nova Stiker.8396



Cripple – Now deals damage to moving enemies.
I’m a bit surprised ArenaNet didn’t buff crippling instead of adding Torment. Basically Cripple becomes the new Torment, to a degree. Cripple will not deal damage to non-mobile enemies, because it stacks duration, it’s damage should be between burning and poison.
The animation of a crippled character already makes them look like their in pain, changing cripple to deal damage to moving enemies would add a nice additional damage to the nerfed burning, bleeding and torment.
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Confusion – Damage only triggers if target does not hit a foe. Increased base damage.
For those that doesn’t know, confusion used to be much more powerful in terms of raw damage. Now matter what you did, dodge, heal, use a kit, swap attunements, you took a lot of damage. Which hurt the condition, a lot, making it not very damaging without several stacks and rare to a lot of skills and traits.
I believe returning it’s high damage but instead it only damages foes that use a skill and didn’t damage a foe. Rewarding careful gameplay for players affected by confusion as well as rewarding cautious gameplay for players that can abuse it.
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Weakness – reduce critical chance and damage by 50%, no longer slows stamina regeneration. Critical hits are not affected by weakness.
Weakness is not a problem because it is too powerful. Which is why you don’t see if very much. By reducing it’s punishing damage reduction it will open up more uses in gameplay. Before critical hits ignores the effects of weakness, following the trend of it’s last buff and giving it a slight nerf, instead of reducing all damage by 50%, reduce the of regular hits by 50% AND reduce the critical chance by 50%
I’d nerf this not because it’s affected gameplay too much, I’d nerf this because it affects gameplay to little. The weaker it is, the more uses it has.
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Vulnerability – stacks duration. Now increases damage dealt to affected target by 10% and increases critical chance of hits to target foe by 20%
This condition is simply too weak, further down, I have a change to Fury and my reasoning behind it. Vulnerability is only used on two professions on two specific builds. That’s it. That is sad. By changing the need to stack it to deal more damage, instead, make it stack duration. It’s basically the new Fury.

Conditions currently have a dim future ahead of them, a constant battle of adding and removing.

Are conditions good where they are and only need proper balancing or should they add depth to them?

(edited by Nova Stiker.8396)

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Posted by: Amitabh Bachan.4385

Amitabh Bachan.4385

No. This would allow people to do equivalent damage of power specs with 2 stats, condition damage and condition duration. And condi duration is not even that important when you can mindlessly reapply conditions.

Power specs require power prec crit damage. The imbalance is obvious to see.

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Posted by: Renquist.9530

Renquist.9530

Power specs require power prec crit damage. The imbalance is obvious to see.

And condition specs need Power + Crit + Condition for max damage (axe main hand necro ):P

Condition and Crit bonus works as armor penetration

Uh yeah no, being a power necro that uses axe mainhand… you are not a condispec if that is your primary damagetool, you dont need power at all, crit yeah the procs on crit are a nice added dps, but even then if though/vit/cond ever saw the light in tpvp no condispec would ever use anything else.

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Posted by: renegade.4851

renegade.4851

I like the idea but, it would require the whole game to be changed. And I can tell you right that that isn’t going to happen. I do like the idea of the change to torment though.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Uh yeah no, being a power necro that uses axe mainhand… you are not a condispec if that is your primary damagetool, you dont need power at all, crit yeah the procs on crit are a nice added dps, but even then if though/vit/cond ever saw the light in tpvp no condispec would ever use anything else.

Axe main hand + Signet of Spite + Dumm + Rampager amulet + Berseker gem + Superior Sigil of Battle = Condition spec with huge amount of physical dps
I usee those 3 last in my Eng , from octomber/2012

So even Necros to match up the dps of meeles , they need all these too .
Just because they cant survive , they are force to have reduced dps by equiping toughness .
Conitions + Crit bonus = Toughness penetration

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Posted by: Renquist.9530

Renquist.9530

Uh yeah no, being a power necro that uses axe mainhand… you are not a condispec if that is your primary damagetool, you dont need power at all, crit yeah the procs on crit are a nice added dps, but even then if though/vit/cond ever saw the light in tpvp no condispec would ever use anything else.

Axe main hand + Signet of Spite + Dumm + Rampager amulet + Berseker gem + Superior Sigil of Battle = Condition spec with huge amount of physical dps
I usee those 3 last in my Eng , from octomber/2012

So even Necros to match up the dps of meeles , they need all these too .
Just because they cant survive , they are force to have reduced dps by equiping toughness .
Conitions + Crit bonus = Toughness penetration

I know this is seriously off topic… but what?
Axe has no condition application exept vurn/ spite has a 60 sec cd,… yeah Dumbfire..whatever really.

Huge phys damage with that setup… again no.

oh… and uh Conditions ignore thougness anyways… so yeah there is that aswell.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

The purpose of this message is that Condtion specs to achiv HUGE dps , they are forced to sucrifice their survibility too for max dps
Just because they cant survive , they are force to a more defensive amulets

So power specs , like most ppl think , dont need Crit bonus for their standard rotation , but instead they can try the Barbarian Amulet (cri-power-vitality) for some balanced spec like the current Toughtness Necros

But instead Crit bonus is used for Toughness Penetration like Conditions

(in the next balance patch , we , as community will buff up things again rather than nerf our beloved specs ? :P)

(edited by Killthehealersffs.8940)

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Posted by: Renquist.9530

Renquist.9530

See, this is just not true, Max condition damage can be aquired( in tpvp that is) by going full CondDamage/Precision/thougness ,drop a sigil of earth for some more burst.
Also you can get almost 100% bleeduptime with only runes/traits…
Condspam is too easy and has no drawbacks, keep in mind we are talking about a class that has the highest base hp in game already and has the possibility to bunker himself up without sacreficing anything.

To the Op i like most of your suggestion, however having Conditions work scalingwise to the opponents hp would be a very difficult thing to balance, especially considering the difference in base hp’s, not to mention funny traits that increase damage once someone reaches x%hp.

Edit: Necor’s are perfectly able to survive on zerker amulets… if your not then the fault does not lie with the class.
Saying that people use critdamge to counter thougness, is just not the case… apart from condispammers/bunkers, 80% of everyone you will ever meet in pvp is running zerker… there is a reason for that.

(edited by Renquist.9530)

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Saying that people use critdamge to counter thougness, is just not the case

there is a reason for that

Ppl where always used zerger , expeted from the others to use defensive stats .
Now that the others have toughtness , they refuse to try to make a balance specs .

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Posted by: Renquist.9530

Renquist.9530

Saying that people use critdamge to counter thougness, is just not the case

there is a reason for that

Ppl where always used zerger , expeted from the others to use defensive stats .
Now that the others have toughtness , they refuse to try to make a balance specs .

You are missing the point… people use zerker to get the maximum amount of dps/bunkers sac all that dps for max defence.
Condi specs,… get MAX defence and MAX dps. this here is the problem.
Yes condispec’s have issues, they dont hit as hard as powerspecs/condi’s can be cleansed, however they completely counter bunkers AND glass cannons.

Jack of all trades is good if and only if they do not perform aswell as the specialized ones do… at this time condi has too much to easy.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Its not easy man !
I have broken a keyboard and mouse , by those rotations !

What about nerfing poison and burn by 2/3 of its damage and let a cond team having multiply aplications of burn + posion + bleep ? (x5 poison + x5 brun + 50x bleeds per target ) ? :P
3 full bars or condtions :P

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Posted by: HELLruler.4820

HELLruler.4820

Well, and I was thinking that conditions were too strong. Necro applies some interesting amounts of bleeding and poison, then fill your condition bar with weakness and cripple so you can’t remove the damage dealing ones
And thief died

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Posted by: Jinx.7258

Jinx.7258

Dunno how you came to the point where condis are weak. Condis atm are way too powerful, even on power specs players deal good amount of condi dmg (some even done unintentionally)

Best example is to try out youself to spam on necro with scepter #1 .You apply: Bleed stacks,poison AND burning… this only will take out ~25% HP if not cleansed.
With the current paste of the game the least thing we need now is increased default condi dmg.

Offtopic, necro’s problem on powerbuild is the weapon IMO. If you can have axe as off-hand,staff is not an option for main weapon set. Yes,it does dmg… but not so much,#1 is too slow and inaccurate,2 and 3 dont do enough dmg comapred to their cooldowns.
Look at the mesmers – staff for condi dmg, greatsword for direct dmg. Necros simply lack long range power based weapon.
Ye,I know that dagger can be used as main hand weapon but tbh,this is THE most redicolous idea that can exist in this game.

#VoTF4Life

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Posted by: SuperHaze.4210

SuperHaze.4210

A lot of problems with conditions stem from easy application, overall damage, and easy access from multiple classes. I feel the only condition that should do damage is bleeds and burns. Everything else should only be a debuff to a stat (e.g. reductions in crit, power, vitality, etc.) or be an impairment to movement. That’s how attrition should work.

When giving condition access to a high mobility class such as a warrior, it becomes much harder to counter whereas a necro has few escape options so there’s a better chance at beating him before the conditions wear you down.

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Posted by: TGH.7630

TGH.7630

I think the main issue with condi is that to counter it, you are forced to select traits/skills. It is not reducable by toughness. Simply, you cannot itemise against it, whereas you can very easily itemise against power without having to take any skills to endure its affect.

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Posted by: DrLane.5248

DrLane.5248

No. This would allow people to do equivalent damage of power specs with 2 stats, condition damage and condition duration. And condi duration is not even that important when you can mindlessly reapply conditions.

Power specs require power prec crit damage. The imbalance is obvious to see.

This.

And too bad ppl cant even think about this , plus condi dmge doesnt get lowered by anything , when power specs will be lowered by enemy armor/toughness.

[SmK]Tapss , pvp and <°)))))><

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Posted by: Arganthium.5638

Arganthium.5638

Is this post a joke?

Thief|Mesmer|
Theorycrafter

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Posted by: Daishi.6027

Daishi.6027

Condis need a rework. But not this.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Dunno how you came to the point where condis are weak. Condis atm are way too powerful, even on power specs players deal good amount of condi dmg (some even done unintentionally)

Conditions are too weak, it’s just they can be spammed and encourage spamming and they only become powerful when spammed enough.

There are almost never a bad time to apply any condition.
That is fine.
But wouldn’t it be better to have it that conditions will be more effective given the situation?

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Posted by: Muchacho.2390

Muchacho.2390

Dunno how you came to the point where condis are weak. Condis atm are way too powerful, even on power specs players deal good amount of condi dmg (some even done unintentionally)

Conditions are too weak, it’s just they can be spammed and encourage spamming and they only become powerful when spammed enough.

There are almost never a bad time to apply any condition.
That is fine.
But wouldn’t it be better to have it that conditions will be more effective given the situation?

No there are conditions which should not be spammed (immobilize,fear).

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Posted by: Forestgreen.7981

Forestgreen.7981

Conditions are too weak? You clearly never seen an engineer/necro. Where the heck have you been? Ever since the quickness nerf its been nothing but condition meta.

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Posted by: zapv.8051

zapv.8051

What people don’t realize is necros condition damage is now lower than it was before dhummfire. Also power builds do way more damage than condition builds. Zerker warriors with defensive traits have double the damage output of fully offensively traited necromancers. Anyone saying cond/tough/precision is unfair because zerkers doesn’t do more damage doesn’t do simple math. Also power builds have defensive armor in knights and soldiers. I’d be willing to bet a warrior in soldiers would do more damage than a necro could on any build.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: garethh.3518

garethh.3518

Meh.
If your gonna overhaul condi effects you might as well do it right.


1)Anet can’t make condi cleanses take certain priorities so specific condis can’t be kitten necessary to be removed on a regular basis.
2)Traits/utils aren’t setup for less than 30s CD condi removal to be in most specs.
3)Weapon attacks, they aren’t changing wildly so pure condi builds will ALWAYS have to spam their small pool of abilities to be viable.


Even if burning did more dmg the weaker the enemy is, even if cripple did dmg to moving targets… people wouldn’t use them differently, sure there’d be more math behind it but with 5->20s CDs and so much down time on condi specs (in between important CDs) … most of the time it would still be best to use burning/cripple attacks right off of CD.
It might possibly make the game look a lil deeper but that’s about it.

BUT.

If power based attacks weren’t completely unviable on condition builds, if pure condi builds didn’t really exist… ‘condition builds’ would get their larger pool of abilities, strong conditions could be given longer CDs and so be very situational, conditions could finally fit cleansing…
It’s a win/win/win.


1)Stop crit dmg from scaling with power, or make power only scale auto attack dmg.
That’d let more middle of the line (like power/condi) specs exist.
It’d make physical dmg not so burst or bust, you wouldn’t need high power, a good source of crit chance and good crit dmg to deal viable physical dmg.

2)* Create a bigger divide between bunker and offensive builds in amulets* (to prevent any buildup of good deeps tanks from power/crit changes).

3) Make condis more situational. That way they are a part of every spec, just how much and how effective (and so playstyle) are up to spec and stats.
For example…
Make burning put a nice flame icon above a characters head. Make a burning player aoe out a lil dmg and some vulnerability each sec or two.
People love tons of numbers.
People love, even just the illusion of, doing something worth doing. Aoe-vulnerability is just that in the worst of cases.

Make blind cap at 4 to 5s on a player and instead of being removed on hit, it stays.
Attacks do 30->50% less dmg and less CC/condi duration.

Make bleeding deal bad dmg and only have 3-4s duration.
BUT whenever someone with bleeding is hit, they take 20 extra dmg per stack of bleed. That’d make it EXTREMELY dynamic.
Spamming a bleed attack on a target will give mediocre dmg.
Unloading a dozen stacks right before a spike/multi-hit combo will give ALLOT more.
(again it also can give at least the illusion of teamwork in fights)