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.