Retaliation: Possible Counter to Conditions
the main problem would probably be the retaliation animation, imagine the how it’d look if retal triggered for every tick of bleed(up to 25), poison, burning, torment, confusion per second
Even if they manage to round it up to 1 unique tick per unique condition, the animation would still be a little too much.
also, 10% of condition damage is really not a lot, would have to be higher to actually be noticeable, getting hit for 10 dmg per bleed fot ex, it’s really not gonna do a lot , specially if it’s a necro with 22-27k HP
(edited by google.3709)
Well the thing about retaliation is, that you can choose to not attack if you see that enemy has retaliation boon. But you can’t take back your conditions.
One problem with that is once you put conditions on someone, you cannot remove them. If you are power focused and see the enemy uses retaliation, you can choose to stop attacking him. If you stack your conditions on someone and he pops retaliation, you cannot stop damaging him.
This could maybe be fixed by making retaliation work on every condition applied while retaliation was active. So if you already had a stack on him when he pops retaliation it will not affect those conditions, but if you ignore his boon and keep stacking, those conditions you stacked while boon was up will cause you to take retaliation damage even after the boon has ended.
(edited by NornBearPig.9814)
This could maybe be fixed by making retaliation work on every condition applied while retaliation was active. So if you already had a stack on him when he pops retaliation it will not affect those conditions, but if you ignore his boon and keep stacking, those conditions you stacked while boon was up will cause you to take retaliation damage even after the boon has ended.
YES PLEASE!
Hey guys,
So with all of this talk about the condition meta and how effective it is, I thought of possible ways to counter it in FUTURE PATCHES. One of the ideas that I tended to gravitate towards was making retaliation return a portion of the condition damage back to the sender.
According to the wiki, the current formula for retaliation is 198.45 + (0.075 * Power). Be mindful that the current state of retaliation only affects direct hits. If anything else, please remind me what else procs retaliation
I propose retaliation returns something like 0.10 * Incoming Condition Damage. This makes it a flat-rate 10% damage return to the sender. Now we can take this further and say it does 10% PER CONDITION, but that already sounds a bit like we’re overdoing it. Perhaps 5% per condition is more up the alley of balance.
Any feedback? I’m not sure if this has been discussed already
Counter to conditions: http://wiki.guildwars2.com/wiki/Condition#Skills_that_remove_conditions
I already take enough damage from applying my conditions to someone with retaliation (more than my upfront damage). Why would you punish someone 4 times for having a specific type of damage (projectile, condi removal, retal on application, +new idea). This is a bad idea.
I already take enough damage from applying my conditions to someone with retaliation (more than my upfront damage). Why would you punish someone 4 times for having a specific type of damage (projectile, condi removal, retal on application, +new idea). This is a bad idea.
Well you’re definitely right about taking a lot of damage from retaliation, especially if you aim to stack conditions through repeated direct attacks. However, I feel that in the case of Necromancers, they can apply conditions in one go, receiving far less damage than they deal. Thus the willy nilly AoE condition spam spewed out by the current meta Necromancer.
Yes condition removal exists. No, you can’t spam removal as fast as the foe can apply them.
because we really need to make retaliation even stronger.
Lets have a near omnipresent buff in teamfights cause 4k net damage per grenade tossed and cause upwards of 20k net damage per use of choking gas.
I’ll pass on this one.
Retaliation needs a nerf or rework doesn’t need a buff. People lost their minds in this pursuit to crucify conditions.
I already take enough damage from applying my conditions to someone with retaliation (more than my upfront damage). Why would you punish someone 4 times for having a specific type of damage (projectile, condi removal, retal on application, +new idea). This is a bad idea.
Well you’re definitely right about taking a lot of damage from retaliation, especially if you aim to stack conditions through repeated direct attacks. However, I feel that in the case of Necromancers, they can apply conditions in one go, receiving far less damage than they deal. Thus the willy nilly AoE condition spam spewed out by the current meta Necromancer.
Yes condition removal exists. No, you can’t spam removal as fast as the foe can apply them.
Heals exist. But you can’t spam heals as fast as the foe can apply instant damaging attacks.
Hey guys,
So with all of this talk about the condition meta and how effective it is, I thought of possible ways to counter it in FUTURE PATCHES. One of the ideas that I tended to gravitate towards was making retaliation return a portion of the condition damage back to the sender.
According to the wiki, the current formula for retaliation is 198.45 + (0.075 * Power). Be mindful that the current state of retaliation only affects direct hits. If anything else, please remind me what else procs retaliation
I propose retaliation returns something like 0.10 * Incoming Condition Damage. This makes it a flat-rate 10% damage return to the sender. Now we can take this further and say it does 10% PER CONDITION, but that already sounds a bit like we’re overdoing it. Perhaps 5% per condition is more up the alley of balance.
Any feedback? I’m not sure if this has been discussed already
Counter to conditions: http://wiki.guildwars2.com/wiki/Condition#Skills_that_remove_conditions
You act as if stacking Condi removal is viable in this game…
Necro: “Hey heres all these conditions!”
Guardian: “Oh let me use 1 of my 2 utility condtion removals!” [Cleanses conditions]
Necro: Oh, you cleansed? Grr, heres some more!"
Guardian:" Oh my!, Now I have a few more conditions, but my only other utility can only cleanse one!"[Cleansed 1 condition]
Guardian:“Oh no I have 2+ condtitions on me and I cant do anything about it!”, furthermore, I have no protection/stability/regen because I wasted my utilities on condition removals instead of actual viable skills. So now im getting interupted and feared and im poisioned so my heal only does 1-3k at best"…
Necro:“Har Har Har!”
GG
Hey guys,
So with all of this talk about the condition meta and how effective it is, I thought of possible ways to counter it in FUTURE PATCHES. One of the ideas that I tended to gravitate towards was making retaliation return a portion of the condition damage back to the sender.
According to the wiki, the current formula for retaliation is 198.45 + (0.075 * Power). Be mindful that the current state of retaliation only affects direct hits. If anything else, please remind me what else procs retaliation
I propose retaliation returns something like 0.10 * Incoming Condition Damage. This makes it a flat-rate 10% damage return to the sender. Now we can take this further and say it does 10% PER CONDITION, but that already sounds a bit like we’re overdoing it. Perhaps 5% per condition is more up the alley of balance.
Any feedback? I’m not sure if this has been discussed already
Counter to conditions: http://wiki.guildwars2.com/wiki/Condition#Skills_that_remove_conditions
You act as if stacking Condi removal is viable in this game…
Necro: “Hey heres all these conditions!”
Guardian: “Oh let me use 1 of my 2 utility condtion removals!” [Cleanses conditions]
Necro: Oh, you cleansed? Grr, heres some more!"
Guardian:" Oh my!, Now I have a few more conditions, but my only other utility can only cleanse one!"[Cleansed 1 condition]Guardian:“Oh no I have 2+ condtitions on me and I cant do anything about it!”, furthermore, I have no protection/stability/regen because I wasted my utilities on condition removals instead of actual viable skills. So now im getting interupted and feared and im poisioned so my heal only does 1-3k at best"…
Necro:“Har Har Har!”
GG
All of the this. Conditions wreck almost every build in the game. And you know those condition removal builds. Can be countered by going heavier conditions. You don’t do optimal dam up front TOO but you still can out last thing while slowly killing them (haha slowly)