Legendary SoloQ
Please buff conditions
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So many trolls in this forum.. I mean seriously =_=!!
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.
110 bleed ticks is weak come on, 250+ sounds about right YOUR BLEEDING FOR CHRIST SAKE.
Yeah, and burning should tick for 1k. 500 to 800 per tick ain’t gonna cut it. I can easily cleanse burn which is covered by so many cover conditions with my 40 to 90 second cooldown condi removal skills and traits.
later. It doesn’t care that I’m there.”
Poison should slow you down, make you miss skills and act very erractic, I mean, I have yet to hear a case of someone bitten by a very venenous spider and still walk it out like nothing
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110 bleed ticks is weak come on, 250+ sounds about right YOUR BLEEDING FOR CHRIST SAKE.
perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Death caused by bleeds make the body stay in the ground longer (since bacteria cant decompose a body lacking fluids as easily)
ye
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These are some nice ideas. Poisons should create hallucinations and clones of people should start wandering around.
Conditions should cause people to randomly go berserk and hit for 5x the normal amount. I know that if someone starts me on fire or poisons me, I’m gonna start flailing around with all my might, trying to kill them!
Why nerf conditions when it would be a lot more fun if they randomly gave people supernatural abilities? I think people would be a lot more careful when using them.
perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Oh my god, is this science?
later. It doesn’t care that I’m there.”
perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Oh my god, is this science?
perhaps, in that case only engineers might be allowed to use it, who knows….!
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buff conditions? are u serious? i seriously hope not lol
When anything in life becomes just too over the top..someone makes a parody of it. All of the points are correct. The one thing the poster forgot to mention though, most conditions in this game can also be spammed from 900-1200 units..most power can only be used 200ish units.
buff conditions? are u serious? i seriously hope not lol
another one skiped the post………
we should definitely have a way to filter out people who bother to read past the title and people who dont……
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I noticed something while watching a dps guard streaming the other day. His staff auto was doing 1-2k aoe damage (600 range), and the whole time he was doing it he was complaining about stuff like necro scepter auto, which does ~750 single target (900 range) when you include the bleed.
The biggest ‘hit’ on a necros s/d set is now enfeebling blood, which does ~3.4k aoe damage on a 25s recharge if the bleeds somehow tick for fifteen seconds without being removed and has a glaringly obvious, painfully slow animation. Big damage right there, probably break the game if it wasn’t so easy to avoid.
That in turn reminds me, I keep seeing these posts about condi damage being the only stat condis need. With the same amount of condi damage but no condi duration, the same attack does ~2.3k, and scepter autos do ~550. With maxed out condi damage and no duration, it’s 2.6k/600.
If an autoattack doing 600 damage is gamebreaking, I can see nerfs inc everywhere. Once again, all these numbers are against targets with absolutely no condition removal or being spammed with condis so hard that their removal never hits the bleed stack.
Two things that could actually use looking at are signet of spite, either make the animation extremely obvious or just straight up nerf it back to 5-6s duration on the condis, and a much clearer animation on mark of blood. As far as other condi professions, they’re all fine imo.
(edited by Mammoth.1975)
I noticed something while watching a dps guard streaming the other day. His staff auto was doing 1-2k aoe damage (600 range), and the whole time he was doing it he was complaining about stuff like necro scepter auto, which does ~750 single target (900 range) when you include the bleed.
The biggest ‘hit’ on a necros s/d set is now enfeebling blood, which does ~3.4k aoe damage on a 25s recharge if the bleeds somehow tick for fifteen seconds without being removed and has a glaringly obvious, painfully slow animation. Big damage right there, probably break the game if it wasn’t so easy to avoid.
That in turn reminds me, I keep seeing these posts about condi damage being the only stat condis need. With the same amount of condi damage but no condi duration, the same attack does ~2.3k, and scepter autos do ~550. With maxed out condi damage and no duration, it’s 2.6k/600.
If an autoattack doing 600 damage is gamebreaking, I can see nerfs inc everywhere. Once again, all these numbers are against targets with absolutely no condition removal or being spammed with condis so hard that their removal never hits the bleed stack.
Two things that could actually use looking at are signet of spite, either make the animation extremely obvious or just straight up nerf it back to 5-6s duration on the condis, and a much clearer animation on mark of blood. As far as other condi professions, they’re all fine imo.
You have to be kidding me if he was doing 1-2k with staff he was some kind of glass cannon build and those were crits and you are still exaggertating. Necros still need plenty of “shaving” to use A-nets ludicrous lexicon. Conditions are op.
Bleed: Include a cold factor when hp below 25%, explained before.
Torment: Also do damage when you move the cam, moving the eyes should be consider as a movement also.
Fear: Longer duration should be applied, when you scare you just dont get better in 3 seconds.
Burn: Longer duration (10 sec) and 100% transfer to an ally if they touch you.
Poison: Daze until the efect is gone. A character should not be able to make any action without dazing.
I know is not that much but this may fix a little bit the current meta.
Fear: Longer duration should be applied, when you scare you just dont get better in 3 seconds.
I think fear should have a secondary effect called Soiled Pants
perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Oh my god, is this science?
perhaps, in that case only engineers might be allowed to use it, who knows….!
But then the patient goes into hypovolemic shock starts to vasoconstrict (therefore less blood loss.) Blood is shunted to the vital organs and heart rate goes up which can increase cardiac output. Then we need to give them fluids (Engineers again!) usually PRBC, FFP, or cryoprecipitate! They will live dammit!
I noticed something while watching a dps guard streaming the other day. His staff auto was doing 1-2k aoe damage (600 range), and the whole time he was doing it he was complaining about stuff like necro scepter auto, which does ~750 single target (900 range) when you include the bleed.
The biggest ‘hit’ on a necros s/d set is now enfeebling blood, which does ~3.4k aoe damage on a 25s recharge if the bleeds somehow tick for fifteen seconds without being removed and has a glaringly obvious, painfully slow animation. Big damage right there, probably break the game if it wasn’t so easy to avoid.
That in turn reminds me, I keep seeing these posts about condi damage being the only stat condis need. With the same amount of condi damage but no condi duration, the same attack does ~2.3k, and scepter autos do ~550. With maxed out condi damage and no duration, it’s 2.6k/600.
If an autoattack doing 600 damage is gamebreaking, I can see nerfs inc everywhere. Once again, all these numbers are against targets with absolutely no condition removal or being spammed with condis so hard that their removal never hits the bleed stack.
Two things that could actually use looking at are signet of spite, either make the animation extremely obvious or just straight up nerf it back to 5-6s duration on the condis, and a much clearer animation on mark of blood. As far as other condi professions, they’re all fine imo.
You have to be kidding me if he was doing 1-2k with staff he was some kind of glass cannon build and those were crits and you are still exaggertating. Necros still need plenty of “shaving” to use A-nets ludicrous lexicon. Conditions are op.
1k hits, 2k crits, half that on high armor, and I’m pretty sure he does fine with the build since he is currently top 50 on team boards with over 600 games played.
Scepter auto does half that, meaning it does about the same damage to high armor targets and less against anything else. It does attack faster though, so overall probably does the same DPS, once again, assuming no condi removal. More to high armor targets, less to low armor. Of course you have to watch out for that 3.4k ‘burst’.
(edited by Mammoth.1975)
A new condition called elementalist should be made.
Any thing you get elementalist you automatically give up and go make a sandwich.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Oh my god, is this science?
perhaps, in that case only engineers might be allowed to use it, who knows….!
But then the patient goes into hypovolemic shock starts to vasoconstrict (therefore less blood loss.) Blood is shunted to the vital organs and heart rate goes up which can increase cardiac output. Then we need to give them fluids (Engineers again!) usually PRBC, FFP, or cryoprecipitate! They will live dammit!
This sounds complicated but I’ll go with this than eating 1-3k per tick of god knows what condi combination is stacked on me.
Torment is good on paper but still feel sort of meh on actual. It’s basically a damage condi wrapped in another coating. But I love conditional conditions.
later. It doesn’t care that I’m there.”
Hahahhahahahah I got a good kick out of this, thanks for making my day.
I love meta comments like this said in jest.
“Maybe I was the illusion all along!”
A new condition called elementalist should be made.
Any thing you get elementalist you automatically give up and go make a sandwich.
lets add another condition like tormet; doubled effects if wearing staff!
Legendary SoloQ
Hi there,
It has come to my attentions that physical damage doesn’t really have a place in this game, so i wanted to propose the following change; how about if physical damage couldn’t be cleansed?
Now now, before you get the pitchforks and the torches let me explain myself.
I believe that given how most classes have access to at least 1 or 2 ways of protection/invulns on a small 40-75 cooldown it is kind of hard to keep physical damage up when your skills have 5-10 cooldown, it reduces the damage you can do by a mediocre amount in that time.
Something else I was think was; how about if physical damage scaled a lot higher then conditons? That way stacking pow/pre/cri% can gives us huge damage, while not benefiting condition specs at all. It inhibits us from using any defensive stat except huge damage output to pressure are opponent. That way you only need to worry about being offensive instead of defensive because you kill things so fast you don’t need lengthy defensive cd’s!
Lastly, it has come to my attention that many classes have large Armor pools, my 100b only hits 10k on a guardian through protection, I mean how else am I supposed to melt them? Also, please give more classes ways to negate physical damage (sense you can’t cleanse it) so that we are justified to carry this much insta-gib potential, that way they have to forsake any way of dealing damage just to be able to keep up with us.
I believe this will bring physical damage to a healthy place and keep the rock/scissor/paper game alive
/cheers
-A physical damage lover who cant find a place in this meta and who believes necros are too OP, need more nerfs! (even though they have been nerfed 3 patches in a row LOL)
necros are too OP, need more nerfs! (even though they have been nerfed 3 patches in a row LOL)
It isnt about how many times, it is about the effectivity. I know it might be a hard concept for many to understand, so let me put a simple demostration;
a skill hits for 1000 damage, but to be balanced it needs to hit at 600.
We nerf said skill 7 times, that skill now hits 993 instead of 1000.
It had been nerfed 7 times already!!! Please stop complaining about it
How it could have been fixed in one nerf? by taking away what needed to be taken away, 400 , not 1 each time.
Need me to explain again differently?
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