Weakness, Protection, And Conditions
One of the perks of conditions is that they are supposed to bypass armor. The kind of buff you are suggesting would have the ill intended effect of making nearly every condition spec unviable except for necros and maybe engies, what you actually should want to do is just nerf condition application by necros/engies.
Yeah, lets nerf condition application on the class that is basically nothing without condition application.
They need to give people more reactive ways to cleanse conditions.
Necros have tons of weakness applications and seem to have protection up half the time. Wouldn’t this just make them godly?
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I still like the idea of OP.
Condition (from what i’ve played and seen) Hit like a truck, when you go glass or even condition tank builds.
Which power builds can also do.
The idea of protection – and also weakness, is to mitigate damage which works well with most power builds. But it totally passed over by conditions.
Vice versa I also think vuln should also affect conditions. It should increase the damage you take and should include all dmg.
And i think its a bad idea just to give all classes ways to cleanse more conditions. (which really doesn’t help guards in condition fights with necros) I think the key is finding the balance between negative conditions and positive boons.
Boons tend to be far stronger. When was the last time you saw a bunker/support that didn’t use boons, and instead applied and kept up conditions? It just doesn’t work well. If they do lower condition spam, it needs to be offensive (bleeding mainly) nerf, not a nerf to all conditions all around.
Necros have tons of weakness applications and seem to have protection up half the time. Wouldn’t this just make them godly?
Necros two sources of protection for themselves. One from a trait that gives 3s per use of utilities of over 30s CDs, the other on a 60s CD.
Boons tend to be far stronger. When was the last time you saw a bunker/support that didn’t use boons, and instead applied and kept up conditions? It just doesn’t work well. If they do lower condition spam, it needs to be offensive (bleeding mainly) nerf, not a nerf to all conditions all around.
Necros two sources of protection for themselves. One from a trait that gives 3s per use of utilities of over 30s CDs, the other on a 60s CD.
Boons tend to be far stronger? I’ve played both sides of that ball.
If you have a guard who has all the boons. And a necro whos putting all the conditons on hit who do you think would out last who. And i promise you it isn’t the guard. And you don’t see people here complaining about burst power builds, or tanks lasting to long.
And there are plenty of tournament players who play bunker condition builds. Such as engi grenades, and minion master necros. And of course those classes bunker via boons but thats because boons help tip the balance in their favor which conditions should do. Just you can counter or just over power boons in many different ways. Not so much with conditions which really only has condition clears.
And i do think most conditions need to be nerfed. Conditions (in their nature) should win you the fight over time not hit like a speeding truck and burst harder than most power builds. The way to fix that is 1 yes give a bit more active (without giving up too much) condition clears, and 2 to have ways to over take condition build (by either 1 making the risk for using conditions higher or 2 have a way to mitigate damage caused by conditions)
So not daze, stun snare, cripple, or chilled.
But confusion, burn, and bleed should all be toned back and have counter measures in place.
Though i’m not saying to tone back Necros survival skills just all around condition dmg
MM Necros don’t survive based off their conditions, nor are they built around conditions any more than just rolling a Necro makes you based of conditions. 90% of them are power-based and the majority of their damage will be direct damage. They survive due to very high amounts of siphoning, huge eHP pools, decent CC, and good condition clearing. Conditions help, but their conditions are more towards damage (via making the minions un-kite-able) and aren’t the main source of their bunker-ness.
I agree that damage needs to be toned back in PvP (only, conditions are trash in PvE), I just think ANet is in a bit of a hole as to how to do that without killing non-offensive conditions.
I don’t think a change like that is really warranted.
However there is a problem with Weakness being so kitten abundant.
I mean Weakness, which is quite powerful now, seems to be tacked on to every auto-attack chain and even every PvE mob running around in this game. It’s ridiculous really..