https://twitter.com/TalathionEQ2
Vulnerability is a weak condition.
https://twitter.com/TalathionEQ2
Yeah, because we need warriors doing more damage with their vulnerability stacking. Mesmers too!
Yeah, because we need warriors doing more damage with their vulnerability stacking. Mesmers too!
Necromancers and Thieves can stack it much higher.
https://twitter.com/TalathionEQ2
I remember the last thread about a certain “weak” condition. It got over buffed, and is way too strong.
Also, you do not need to double post, delete one of your posts.
IGN – Kinjax // World – Anvil Rock
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I think vulnerability has a big problem: it starts out very weak, but scales incredibly well.
1 stack of vulnerability is terrible. But 25 stacks of vulnerability on someone targetted by several players is breaking. So we have plenty of situations where vulnerability is tactically underwhelming, except in those where individual skills add huge amounts of stacks; and then we have pve boss zergs with perma 25-vulnerability.
I’d say vulnerability should get the weakness treatment: last a shorter amount of time (well, it already kind of does, in many cases), but have a stronger effect.
The 1%1%1% that you propose compounds mathematically and would make bursts wildly more effective.
While I agree in principle that Vulnerability should offer more; I don’t think this is a very good way to do it.
Perhaps if Vulnerability functions as currently implemented, but also halves the effectiveness of Protection, then that would be a good start. Or you could even make Vulnerable a non-stacking 10% increase (compounding with crits could be problematic) that also negates protection and re-work all of the durations.
Just reduce the stacks and condense the benefits. Bleeding and vulnerability and even confusion has always suffered due to the ridiculous ramp up of stacks needed to see good returns.
Vulnerability could also have an added effect, like “all hits are critical hits”. This wouldn’t even affect some critical builds as much as it would affect balanced high-power builds with little precision. Not sure if a good idea, though.
Having vulnerability working like a reversed protection is cool, but it seems like Anet is trying to prevent that. Just like might stacks in intensity while weakness in duration, so does protection stacks in duration while vulnerability in intensity. Anet probably wants to keep the reversed effects as distinct from each other, instead of having weakness a pure reversed-might and vulnerability a pure reversed-protection.
Although to be perfectly honest, a reversed-might weakness would be an excellent new tool to counter condition damage in this game. Maybe the game would be better if weakness worked like that, especially when we consider that current weakness has pretty much the same purpose as protection does.
I think it is fine the way it is. It gives slight benefits at a low # of stacks, and great benefits at a high # without growing out of control. Having 2 stack constant for 10s gives the same average benefit as 20 stacks for 1s, except letting it stack means that people can be smarter about when to burst. It also means that it builds up over a fight and requires being smart to cleanse (when I see the stacks get up above 10 I try to cleanse it). I think it is a pretty dynamic condition now.
If you can’t stack a whole lot of vuln right now, it is still an effective cover-condition.
Condition damage doesn’t need counter reductions because cleanses exist and so does condition duration reduction.
More to the point, condition gets its sustained damage perks because outside terror chains from necros condi doesn’t burst.
If you make condi damage equal to power but with all the drawbacks of ramping up and cleanses, nobody would bother with conditions.
And people seem to forget that the only potent condition builds are necromancers and engineers. Rangers just create a problem with sun spirit burning from the group.
Condi mesmer doesn’t exist. Condi ele is crap. Condi thief is crap.
No pls No..Its not weak!It just isnt gamebraking like weakness is now..
Like that was the stupid thread about weakness and now look what we have.
A necro applies weakness and more than 25% of my damage dissappears !
Dont kittening propose stuff like that.They will introduce something stupid like each stack is 2% more damage without affecting the uptime of any class and you ll see engis,mesm,warriors stacking this to god..Jesus
Its mostly a PVE condition. 25% increase from all sources is huge in PVE.
Its mostly a PVE condition. 25% increase from all sources is huge in PVE.
In pvp too .if 2 people burst or simply attack .A flat 10% damage increase is being given by very rare and useful traits so having this spread over your whole team for the target is not something to be ignored.It just isnt that game changing like other conditions
But thats fine!!isnt,it? plssss ??!
Lol
Vulnerability is fine.
Vulnerability is fine. It’s just that most abilities which apply it suck at stacking it or last for a very short duration.
Vulnerability is fine. It’s just that most abilities which apply it suck at stacking it or last for a very short duration.
Agree more with this.
Vulnerability is fine.
If anything, its quite potent at higher stacks. Your not going to feel it much when its only 1-5 stacks, but at 15+ stacks its pretty noticeable. Certain builds can stack it quite fast too (i.e mesmer,power ranger) and it definitely helps with direct damage builds – its their form of condition damage I guess.
Giving it more stats like the % crit hit would make it way to overpowered. Keep in mind that vulnerability on a target increases the damage greatly with more then one person attacking that target. So if there was 3 people attacking some poor guy with 25 stacks of vulnerability, his not just taking 25% extra damage from you but everyone else attacking – if that was 2 people or more thats a significant amount of extra damage and with the OP’s suggested changes vulnerability will just be out of control damage.
In a 1v1 situation it doesn’t matter as much, but in a group it matters quite a bit. If one player puts on 10 stacks, everyone around, whether it’s pets or a whole team, does ten percent more damage.
I remember the last thread about a certain “weak” condition. It got over buffed, and is way too strong.
^This. be careful what you wish for.
Also, I’d rather have all the other conditions especially the damaging ones *cough*burn*cough*cough which are practically being applied as easy as pie, toned down rather than up Vulnerability’s potency. As it stands, it’s effectiveness scales reasonably well in a larger fight. Since all incoming damage to the target with Vulnerability gets boosted. And 25% damage taken (for max Vuln) is rather considerably large if you ask me.
later. It doesn’t care that I’m there.”
Its not weak, its the weakest and by a long shot. If you can quickly apply 20+ stacks (like a mesmer), it has some uses for a burst but attacks that apply 1-3 stacks are a joke. Wtf am i supposed to do with 1 stack? Like come da F on….
In a 1v1 situation it doesn’t matter as much, but in a group it matters quite a bit. If one player puts on 10 stacks, everyone around, whether it’s pets or a whole team, does ten percent more damage.
Is it that strong? Assuming you put 10 stacks on someone with 20k HP (rather high bunkerish build already), and that your team actually kills it with 100% direct damage (ah! as if that happened in the current meta), then those 10 stacks of vulnerability are equivalent to 1800 free damage.
Consider that the thief pistol #2 skill puts 10 stacks for 3s doing little damage, and compare it to the thief dagger #2 skill, Heartseeker :p
Vulnerability is definitively something which cannot be tuned correctly both for PvE (1M HP bosses) and sPvP (20k HP players)
Vulnerability is so good that every single warrior uses “On my mark!” and most of thieves know that CnD stack vulnerability on its target aswell.
When vulnerability is only fine when it is stacked at huge amounts, then I don’t think it’s fine at all.
It should be more significant at fewer stacks, even if that means a lower cap or lower scaling.