Odd thought on "bleeding"

Odd thought on "bleeding"

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Posted by: SlimChance.6593

SlimChance.6593

Since there is no “balance” forum anymore, I’ll just put this here.

Last night, I was perusing thru the wiki trying to figure out how Engineers are immune to all my CC when something popped into my head.

Burning was changed to stacking in intensity back in the June patch, bleeding has been in in the shadow since then.

What if “bleeding” remained a condition and has all the benefits/con’s of a condition, BUT its damage was scaled off “Power” instead of “Condition Damage”? Since bleeding is applied mostly from “projectile” skill or “physical” attacks, it kind of makes sense that the amount of bleeding would depend on how hard you were hit.

Obviously, the damage algorithm would be tweaked, but it would “separate” bleeding from burning. Making it more unique?

Again, this is just a “What If?” kind of thought.

Is it something to consider or is it too “out of the box”.

Eccho, Echo Oread – Mesmers (Yak’s Bend)
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Odd thought on "bleeding"

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Posted by: Proven.2854

Proven.2854

It sounds more like something you’d put as a grandmaster trait rather than a whole game-wide change.

If you want something condition-like that scales off power, you can use Retaliation.

Call me Smith.

Odd thought on "bleeding"

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Posted by: Proven.2854

Proven.2854

It sounds more like something you’d put as a grandmaster trait rather than a whole game-wide change.

If you want something condition-like that scales off power, you can use Retaliation.

Call me Smith.

Odd thought on "bleeding"

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Posted by: Dagins.5163

Dagins.5163

This is of course a very good idea. There is just one ‘but’: this would make condi stat useless for bleeding.

I’ve posted a topic about removing conditon damage stat (replacing it with tick speed), and making all condis scale with power, but it got buried with other suggestions quickly (feel free to necro): https://forum-en.gw2archive.eu/forum/game/gw2/suggestion-make-conditions-scale-with-power/first

In general, this would greatly increase diversity by making bad builds suddenly totally viable, like power sword/sword warrior or power pistol/dagger thief.

If you wanted to increase total damage output → go for power stat, which would be universal. Then, you could customize damage dealing by either picking combo of <crit/crit damage>, <condi duration/condi tick rate> or even mixing them.

Signed, level 1 alt

Odd thought on "bleeding"

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Posted by: Jekkt.6045

Jekkt.6045

retal is based on your power. a more plausible thing would be, if we want to view vitality as “blood”, bleeding dealing increased damage to targets with high vitality; as some sort of grandmaster.

or even better, reintroduce deep wound from gw1 as a grandmaster, being applied when a target has 5 or more bleeds on them. would fit warrior because it was mainly on warrior skills.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

Odd thought on "bleeding"

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Posted by: Tomiyou.3790

Tomiyou.3790

Something much better IMO, would be to make bleeding do more bouns damage, depending on the stacks applied to target. The more stacks applied, the bigger the bonus damage. This would also make it good enough for pve usage.