Why doesn't this happen to fix Conditions?

Why doesn't this happen to fix Conditions?

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Posted by: ronpierce.2760

ronpierce.2760

Just brainstorming here but wouldn’t this sort of resolve the condition damage issue?
- Reduce condition damage by about 30% across the board. (Compare Soldier damage to Settler damage.)
- Make Conditions able to crit. (So they need to utilize other stats to achieve stronger condition damage.)
- Remove Vitality. (For resistance)
- Add Resistance, which acts as toughness for condition damage.
- Toughness and Resistance both gain 50% of the HP that vitality originally gave.
- Protection now reduces ALL damage by 25%.

Wouldn’t this cause stats to all work together properly in a circle, as they properly do with power damage, level out stat weights and bring all damage types to a more streamline base? The game could deal with a little less condition cleansing too if stats were properly weighted…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Why doesn't this happen to fix Conditions?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This would be a very large change, and very large changes usually cause very large imbalance until the numbers get tweaked to be exactly right. 30% + 25% + x% (from resistance) is a lot of reduction.

Additionally, carrion and settler’s amulets would be nerfed much harder than rabid. Both of those are already much less popular than rabid.

This would also be a massive buff to toughness, which would remain just as effective as before but would also give 50% of its points to vitality.

Why doesn't this happen to fix Conditions?

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Posted by: ronpierce.2760

ronpierce.2760

It wouldn’t hurt for toughness to be a bit better. In the grand scheme of things is already a poor stat. Protection is what makes most bunkers OP, not toughness. (Coupled with high healing &/or vigor)

Yes, the numbers would have to be looked at, the 30% was a rough estimate, not something to take to the bank. but essentially settlers would work more like Soldiers or clerics, not an amulet to do it all in one (tank, heal and dps).

Carrion, yeah it could use some help. But that’s not because condition damage, it just tries to add power where it doesn’t really belong… Power isn’t a great stat without prec+crit damage, most times its best to just go for one damage type or the other and not shoot for average at both. The reason its so bad is because most condition attacks have terrible power scaling anyways, and most high power attacks have little to no condition application. Thus; building for both at once just means you end up wasting stats, defending carrion doesn’t mean stats shouldn’t be properly balanced.

Rabid would have a dps nerf, and some more HP, not a big deal. (it’d be essentially 240ish vitality with of hp, something rather minor.) and Berserker amulets would be getting some condition defense. It’d shake things up and would need to be tested, I agree. But it would be better in the long run.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Why doesn't this happen to fix Conditions?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Yes, the numbers would have to be looked at, the 30% was a rough estimate, not something to take to the bank. but essentially settlers would work more like Soldiers or clerics, not an amulet to do it all in one (tank, heal and dps).

which settler’s builds do you feel are OP?

Why doesn't this happen to fix Conditions?

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Posted by: Junkpile.7439

Junkpile.7439

I think that they should boost con dmg or nerf condition removal. Already very hard to kill enemy who doesn’t use some open beta weekend full dmg spec.

Low quality trolling since launch
Seafarer’s Rest EotM grinch