Conditions don’t punish failure.
A bit back I made a suggestion thread on how I would redo current conditions and boons. By giving conditions more mechanics and reducing/enhancing conditions and boons, it will allow for some more diverse builds.
I briefly mentioned that conditions don’t punish failure, I think here I’ll go into more detail why.
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The other day in sPvP I fought a Power necromancer using a staff and scepter. I told him condition necromancers are overpowered and he responded he’s a power necro.
Why staff? Why scepter? Why not dagger or axe? Weapons DESIGNED to use power.
Was the necromancer stupid? No, just the opposite.
The scepter for necromancer is FAST, very fast. No projectiles to wait either, you can hit someone four times with the auto attack by the time they realized there is an enemy nearby.
With such a fast weapon, you can trigger Dhuumfire quickly and safely from range.
Bleeding, poison, burning on a power build? What is the point? Sure it does damage but isn’t it not effective without condition damage?
The point is:
- No matter how the enemy responds, evades, blocks or go invisible. You are doing damage that pure based builds would miss. If you don’t miss, you simply do more damage.
It’s why you see so many builds that use power but abuse condition traits or skills. It’s why they are superior to other builds and even classes.
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This WILL be a trend in Guild Wars 2 combat unless mechanics are changed. Taking condition inflicting skills or traits in power based builds, just for the sake of more unavoidable damage.
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Which leads to the main problem with conditions, they don’t punish failure and reward spamming.
-There is never a bad time to use Pin Down.
-There can be plenty of bad times to use Hundred Blades.
-There is never a bad time to use Crossfire.
-There can be plenty of bad times to use Concussion Shot.
-There is never a bad time to use Blood Curse.
-There can be plenty of bad times to use Life Siphon.
The problem with conditions is not damage nor skill. It’s timing.
Fire Grab, Barrage, Eviscerate, good players will not spam these. They know the power they have an will save it for the right moment. To finish off a player or force an enemy to move, power has timing.
As for conditions
Whether an enemy is at 5% health or 100% health, lay on the conditions, it doesn’t matter if you give an enemy with full health 10 stacks of bleeding or an enemy with low health 10 seconds of burning.
There is no punishment. Burn as much a possible, bleed as much as possible, poison as often as you can, spam that confusion, hit with torment on recharge. It’s not for damage, it’s for the times you couldn’t damage.
Conditions needs a mechanic, as of right now it’s purpose is diminishing to damage that the player couldn’t land.
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TL;DR
- Conditions needs to have timing in their mechanics.
- Check out my suggestion thread of my thoughts on improving conditions and boons.
(edited by Nova Stiker.8396)