Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.
I’m ready for your complaining.
Look all these NERFS to condition based builds will hurt the game far worse than other solutions.
Remember all the complaints on when power builds were nerfed?
Just add removal. BUT NOT SELF. Team based. Team condition removal. Promotes team play and less of the mentality that “I can do everything”
Cause you can’t.
That’s the point.
Possible Options:
1: solider runes giving team based removal at higher level than 1 per.
2: more team based skill (don’t affect you, or only 1 condition from you but AOE for team)
3: combo fields giving better/more often removal
4: Maybe skills that instead of immunity give removal over time. SLOWLY. I am not sure how well this may work but it is a thought.
Reason why duration reduction won’t work.
Conditions “Tick” only on full seconds. Give people too much reduction suddenly they take far less damage and you ruin the other conditions, namely cripple, chill, immobile, etc.
Conditions are meant to be “Over Time”. Not for 2 seconds and disappear after doing no damage.
Reducing damage will just nerf all condition builds. Last I checked they didn’t nerf every power build at once.
Any thoughts?
Also lets try not to flame people keep this constructive or nothing helpful is gained.
Let’s pretend some more how conditions are not brain dead easy to reapply in 2 seconds…
1.They need to completely do away with “condition removal” or at least make it very rare.
2. Increase Poison damage by a bit, bleed by a bit and leave burning as it is.
3. Make protection effect them.
4. GREATLY reduce stacks per hit (1-2 never 4+)
5. Double+ the duration of conditions.
6. Lessen the amount of aoe conditions/stacks per aoe condition skill.
And what do we get:
A stronger condition, that plays different than power, we don’t hit the cap as often, especially with only 1-2 people, but you can get more stacks on the enemy over time due to durations, this causes them to become attrition damage, where the starting damage isn’t too unbearable, but grows to become too cumbersome as a fight goes on. Also, with bleeds doing more damage but stacking less per ability, more condition based fighters can fight together without stepping on one anothers’ feet.
This is how conditions should work imo.
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditions
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditions
What I suggested wouldn’t happen anyways. Its far too late for that kind of a change, even if it was for the “better” it would be terrible for the game because people just get used to stuff.
I just want Less Condition AOE Spamming.. AOE Condition Spam is the true Culprit
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditions
This is an incredibly solid idea. It would actually make vitality something worth having more than “just enough to survive a burst thief/ele/mes/war/etc.” Vitality is pretty useless vs. conditions currently b/c surviving an extra second to just get re-applied with conditions is useless.
I think they can keep condis the way the are but make vitality somehow reduce their effectiveness similar to the way toughness mitigates power damage.
That way there is a way to build against both specs w/ out needing many nerfs to conditionsWhat I suggested wouldn’t happen anyways. Its far too late for that kind of a change, even if it was for the “better” it would be terrible for the game because people just get used to stuff.
I don’t think its too late, they’ve made large sweeping changes before (quickness, blind)
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