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“The current stack cap creates problems for condition players who want to work together.”
I don’t know if Anet plans on changing the burn mechanic in HoT. But I do know that Anet wanted the condition to have a more team-wide effect, similar to how Bleeds and Torment conditions are. Every person can add to these stacks, making the condition ever more deadly. Burning however, you can only add to its duration. In fact, Burn duration can be so long that other player’s Burn procs could never effect a player.
Rules:
Your condition proposal must make Burn condition unique in its own way, different to the Bleed and Torment mechanic.
Our ideas from the Guardian forums.
The above is gathered from the Guardian Forums.
https://forum-en.gw2archive.eu/forum/professions/guardian/Burning-changes-on-the-horizon/first#post4992883
There’s obviously more ideas but I chose these for now.
here’s my contribution to that problem:
- it stack’s in intensity in the following way: each stack adds a little bit to an AoE-radius, which deals the burn-DMG to surrounding Players. This won’t be that the condition just spreads, simply the ticks of the burn will affect surrounding players with equal amounts of DMG.
here’s my contribution to that problem:
- it stack’s in intensity in the following way: each stack adds a little bit to an AoE-radius, which deals the burn-DMG to surrounding Players. This won’t be that the condition just spreads, simply the ticks of the burn will affect surrounding players with equal amounts of DMG.
To be honest, I think it’s inevitable for Burns to have a stack mechanic. It’s the only way everyone could contribute evenly as a group.
I do like the condition effecting surrounding players bit. It could promote play in that if a player sees large stacks on himself, he’d want to distance hinself from other players. I’m curious what the scaling should be and how aoe burns would work team wide.
If 5 players had 9 stacks of burns it could be game breaking, However, If burns scaled like Torment but instead of walking and doing damage, it dealt damage when you were near somebody, that would work perfectly fine.
(edited by Saiyan.1704)
I seriously doubt we are going to see stacking conditions in PvP, it would utterly obliterate any semblance of balance.
Stacking conditions will most likely be a PvE mechanic unique to Legendary and World Boss mobs.
If you give 3 second burn and you’re friend 4 second they burn for 7 seconds how can it get anymore balanced than this… stack in intensity when there is so few ways to burn anyway dosent work.
Burn is already so strong and prevalent in pvp, why does it need to be reworked? I mean it’s a 5 man group in pvp, can’t see how all this burn isn’t being effectively used. plus burn is already used by the classes/specs that are basically the strongest in pvp, I don’t think they need buffs.
I think burns realistically should have stacks. I really do not get why poison and burns don’t have stacks similar to bleeds. As you inflict those conditions again and again the effect should be amplified, not just elongated. Like if you cut a person repeatedly, they won’t just bleed longer they will bleed more intensely since they will have more open wounds (more stacks of bleed). The same applies to burns. The more you burn a person, the bigger the portion of their body that is on fire. The stacks would cap at the point where their whole body is on fire. Poison would work the same way, the more you poison someone, the more deadly the amount of poison in them should be.
I think the idea of cleansing only reducing the timer is awful. There is no real reason to treat burns differently than other conditions in relation to cleanses.
The concept of burns spreading is pretty cool. It would get pretty crazy if the burns could spread to enemies and friendlies.
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