Make Conditions Burstier

Make Conditions Burstier

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Posted by: Knote.2904

Knote.2904

I think simply making condition application less sustained and more bursty would make them much more managable. The only way to deal with high dmg conditions being spammed on you constantly is to have consistent condition removal also being spammed.

Take Thief for example, remember when Deathblossom was countered a lot easier compared to other condition builds? Because it usually involved the Thief jumping in, doing 3 DB’s in a row to stack a ton of bleeds then running out of Initiative with no follow up or running away. Well it was simple to counter with even a simple “Cleanse 1 condition” ability/proc.

Now compare any auto attack ability that constantly spams conditions, Ranger Shortbow auto, Necro Sceptre auto, etc. It’s non stop dmg spam. You just cleansed 10 stacks of bleed (1000 dps give or take)? Well it’s already back to up 5 and climbing nice job. A good example would be Ranger Torch, it’s one of the only abilities that straight up feels like you’re placing a long DoT (counterable) on the target with a cooldown.

Now this kind of goes with what’s wrong with so much high dmg spammable auto attack dmg in the first place, but it can extend to other skills with short cooldowns or procs as well.

It’s the same reason why Confusion isn’t something that can sustained constantly, atleast for Mesmers, reason being that it should be something that requires thought and should be applied at the right time as punishment.

Doing something as simple as (taking Necro Sceptre as an example) making the first 2 auto’s apply only a 1-2 scond bleed and the third one applies 2, 5 second bleeds, it’s much more backloaded then and has some wind up time.

Some auto’s like Ranger Shortbow would need changing though, but giving spammable auto’s like that a Chain would make them much more interesting and fun to use anyway.

Like : Auto 1 – Swift Shot / Auto 2 – Swift Shot / Auto 3 – Rapid Shot (3 fast projectiles)

Passive condition removal would also need to be looked at, there is just way too much of it and condition removal needs to be an active thing, whether it’s using an ability that PROCS condition ability (which can be saved and used at the right time) or a combo field proc, or just an ability that straight up removes conditions, it needs to be in the player’s control, none of this (remove condition every 10 second) RNG BS.

Just my thoughts.

Make Conditions Burstier

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Posted by: BurrTheKing.8571

BurrTheKing.8571

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.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

Make Conditions Burstier

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Posted by: Knote.2904

Knote.2904

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)

Make Conditions Burstier

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Posted by: Jzaku.9765

Jzaku.9765

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.

Make Conditions Burstier

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Posted by: Knote.2904

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.

Exactly.

At the very least it needs to be backloaded so there is a predictable staggered flow.