Make Conditions Burstier
The problem with making conditions burst is that means they would be too similar to your standard power based burst. The fact that conditions generally deal damage over time makes them different to power based attacks. If they were burst the game would basically be Burst vs. Bunker which isn’t very interesting.
I do agree that there is too much passive removal for such an active game. Traits that cleanse when you use certain skills I’m fine with but traits that are basically “Remove x number of condis every x seconds” are really boring.
I personally don’t feel that conditions are all that bad as they are individually, most classes have ways to combat them but don’t use them. If we start to see people start running counter meta builds we may start to see a shift in the meta that is PLAYER-DRIVEN without any need for Dev intervention.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The problem with making conditions burst is that means they would be too similar to your standard power based burst. The fact that conditions generally deal damage over time makes them different to power based attacks. If they were burst the game would basically be Burst vs. Bunker which isn’t very interesting.
I do agree that there is too much passive removal for such an active game. Traits that cleanse when you use certain skills I’m fine with but traits that are basically “Remove x number of condis every x seconds” are really boring.
I personally don’t feel that conditions are all that bad as they are individually, most classes have ways to combat them but don’t use them. If we start to see people start running counter meta builds we may start to see a shift in the meta that is PLAYER-DRIVEN without any need for Dev intervention.
I said just to make them burst-ier not going too far with it, just a slight adjustment, it does far too much dmg with sustained application.
And it’s not so much that conditions are overpowered, there just needs to be more skill/thought requirement injected into the game.
Super high dmg condition spam faceroll is just as bad as passive condition removal.
Changing both helps mitigate that thoughtlessness and puts more strategy in the fights.
Instead of just ok I gotta spam conditions 12345111111112345111111, instead ok let’s get an auto chain off a couple times, stack more conditions with 2 (or w/e weapon attack), and save 3-5 for after he cleanses and try to burst/pressure him to heal, then poison then try again to burst. Oh he interupted/dodged my auto chain that’s gonna put me behind a bit.
I agree that players should be able to create counters and mold the meta before Anet intervenes, but the problem is they have a stranglehold on the creativity in the game, there’s only so much we can do, which is why there needed to be more customization in the game, let the meta play out more then fine tune the things that stick out as a huge problem.
And this is coming from someone who played necro since beta, it really is just faceroll spam and there’s little room for thought/strategy, besides “save my condition transfer attack! for conditions!”
(edited by Knote.2904)
Conditions just need to stop being on ranged autoattacks. And stop proccing off said ranged autoattacks. Repeated and EASILY sustainable application of strong conditions is the problem.
Conditions just need to stop being on ranged autoattacks. And stop proccing off said ranged autoattacks. Repeated and EASILY sustainable application of strong conditions is the problem.
Exactly.
At the very least it needs to be backloaded so there is a predictable staggered flow.