(edited by Eviscera.9703)
To much CC and conditions?
fear spamming necro’s with very short cooldowns? The shortest one is 17 seconds traited after that it is 32 seconds also traited. Also tell me again the necromancers condition skills on very short cooldown (ps. anything longer then 4(traited) or 5(untraited) seconds is trumped by hammer guardian).
cc is fine if it comes without damage but thats very often not the case. cc skills should deal very low damage.
sadly stuff like warrior hammer, pistol whip and traited fear deal 2-3k damage or more per use. decap engi cc would be fine by design if it wasnt for the capture points or the insane survivability.
condition application is tooo bursty in this game – conditions have to be sustain dmg and kill over time not in seconds
necro engi mesmer warrior(1h sword) and ranger can bring alot condis OR high stacks in seconds on a target and thats the only problem this game has
high condi stacks should be worked for over time on a target and with some skillcombos
Condi removal and stun breakers. Never leave home without ’em!
Condi removal and stun breakers. Never leave home without ’em!
Do you even play this game? CC and Condition doesn’t go hand in hand with stunbreaking and condition removal. You have stablity for 10 secs, what about the rest of the fight? The amount of conditions you can apply and the conditions you can remove needs to be brought closer together so the combat is smooth and actually fun to play.
The problem I find with the whole “Bring a condition remover” argument, is if your specced for damage your giving up more damage to deal with something already inherently tanky. So now they have two advantages with inherent little risk. IMO this doesn’t promote healthy game play.
“Maybe I was the illusion all along!”
The problem I find with the whole “Bring a condition remover” argument, is if your specced for damage your giving up more damage to deal with something already inherently tanky. So now they have two advantages with inherent little risk. IMO this doesn’t promote healthy game play.
Basically what it does is giving all builds a chance to win a fight with skillful play, rather then win a fight with only the build carrying you. Have you ever fought a necro without condition removal? You won’t have a chance. But once you spec into full condition removal you will completely wreck the necro. I don’t like this at all. This only leads to a rock paper scissor style balance.
The big problem is that conditions in many ways are CC. They are tied into the same mechanics and it’s not healthy for the game.
But this is just echoing thousands of other voices complaining about conditions.
Now that I think about it, given how crap conditions are in PvE, how abundant and poorly telegraphed they are in sPvP and how they are both CC and damage tied into one, I think it would be best to simply redesign conditions from the ground up.
more like too much spike at the moment
more like too much spike at the moment
Thats true also. But that’s what you get without holy trinity, a clusterkitten and basically who does the most damage wins.