a new condi would improve balance
Less condis, not more plz.
Less condis, not more plz.
If you read it, this would better be described as "fewer boons’ than as “more condis”
And I think it make sense that it would not apply to things like a traited warhorn converting a condition into a boon. That would still work because you aren’t really applying a boon, you’re converting a condition.
Seems reasonable to me. But the game may be better served simply spreading around the boon removal so more classes were capable of it instead of putting so much power into the hands of a few classes effectively making them mandatory additions to a team.
But as for your idea, it’s easiest to see Necromancers getting it because most of their boon removal is on telegraphed skills with long cooldowns.
How did you find that boon in general is broken while thinking Condition in general is fine?
And what is the next step after this? A new boon that prevent you from taking condition? And then a new condition to counter play this new boon by bypassing it and remove it? And what after that? A new boon that can not be remove by this newly condition?
No thanks.
/15chars
#allisvain
Haha No. Five specialisations dedicated to each trait line for every class with only 1 heal,3 utilities and 1 elite and new weapons focused on the trait line stats is our last chance. Balance,profit,people will feel better doing other classes dailies, if they learned from their previous pve new content that requires different stats so more pve players,happiness,the game gains more popularity and again profit straight off their first expansion even if only one specialisation is available at first. I cannot emphasize this enough DO NOT MISS this unique and formidable road you created please, it’s great that you manage to found it.
Edit: Others and I can forget the current issues with current professions in games modes, just please create that magic from HoT, balance will be way easier if you follow that road, don’t just expand it renew it and show haters what GW2 can really do.
The Dhuumfire thread
(edited by Sagat.3285)
They’re going to nerf might pretty hard. We’ll have to wait and see how that turns out first.
I generally think they’re going in the wrong direction. They should make conditions/boons more dangerous and harder to apply. Like getting to max stacks of bleeding should be a serious team effort. Same with might. It shouldn’t be easy for anyone to go above 5 stacks alone…
You mean hexes?
What with all the condis flying left and right I would actually appreciate a new boon. I would call it Purity. Conditions cannot be applied to you. Condition effectiveness reduced by 20% for the duration of the boon. It would only last for 3 secs or so, so with 30% boon duration it would only last 4 secs. It could be worked into healing skills that are sadly overlooked, such as Elixir H, Healing Breeze, or Mirror. Pretty much every proffesion has an overlooked healing skill nobody picks.
I think if anything, we need some more ways to deal with conditions. It’s clear there’s not enough ways to deal with full condi comps now when having as much removal as possible still isn’t enough. A proactive approach to stopping conditions sounds OP, but it does remind me of something out of GW1. I’m not necessarily clamoring for more removal, but some creative solutions might be an interesting thing that i hope they’re considering for the expansion.
Boon application is way more prevelant than condition pllication. Self buffing needs a nerf in this game. There is way too much free boon application in this game. The amount of instant, or proc skills that give boons is ridiculous. Self buffing should not be free. Conditions are fine as they are now.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
What we need is not more of anything. But less spam.
No damage-related conditions on autoattacks. Longer conditions and longer recharges on condition appliers.
Condition removals with ‘charges’ rather than simple recharges, so each charge takes 20-60s to recover, but the skill itself takes 1-5s, so you can use them slowly when or rapidly as needed, but have to wait for charges to come back when you run out.
Caps on how many boons and conditions a creature can maintain on other creatures and have on themselves.
Make each condition and boon relevant, rather than making them only noticeable when stacked enough.
Autobalance measures that make less effective anything spammed rather than used with proper timing.
Its a nice idea but you’d need to attach it to a weapon skill, I doubt you’d convince a Necro or Mesmer to drop a utility for it (considering Necros have Corrupt Boon and Mesmers already struggle with so many good utilities to choose from).
What I would certainly like is Condi specs that don’t do damage but hinder and mess with opponents. Bring back the CC midliner.
I think a new damage over time condition like bleeding but which is harder to apply than bleed but does more damage.
I would give this condition to engineer rifle on its auto attack just to test it out for a year or so. They need to make engineer rifle a stronger condition weapon
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Less condis, more hexes.
What is hex? → http://wiki.guildwars.com/wiki/Hex_spell
Less condis, more hexes.
What is hex? -> http://wiki.guildwars.com/wiki/Hex_spell
Basically, unstrippable condi.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
[…]Basically, unstrippable condi.
Hexes could be stripped with hex removal.
The ones that could not be stripped were effects from signets and skills with no type.
Examples from that in GW2 would be Polymorph, Signet of Vampirism and Timed Charge’s effects on enemies.
If Hex is removable then how many skills in GW2 Universe that remove hex?
What we need is new play styles.
What you are asking is a new scissor that will counter 10+ different papers.
Shame this game doesn’t use Shadowbane’s system for conditions and boons.
In Shadowbane all conditions and boons were put in a series of tiers and boons had priority over conditions. In order to remove a condi, you needed to remove any boons that were before it. In some cases the condi you wanted was a high value condi so was on a different tier. So you may need to remove a lot of your boons and conditions before you got to it.
Ew, this is awful. A new boon if anything is needed. Condis have already dealt enough damage to pvp in this game. A boon that reduces condi duration or damage would be nice.
No, thanks. Last time new condition was implemented, so said to be “Necro themed”, “Necro condition, just little of it to other profs”.
It ended up as it is now.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Balance is fine now.
I’m not coming back, not that you care.
[…]Basically, unstrippable condi.
Hexes could be stripped with hex removal.
The ones that could not be stripped were effects from signets and skills with no type.
Examples from that in GW2 would be Polymorph, Signet of Vampirism and Timed Charge’s effects on enemies.
Guild Wars 2 don’t have hex removal. Hence, unstrippable, unless you want players to put all utilities as hex and condi removal so that they can survive. Which is what I don’t want as a consequence anywhere in this game.
If you propose that condi removal removes hexes too, then all it is going to do is clutter the UI more. Therefore, a bad idea.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Another condition? lol, no. it’s bad enough that soft cc already behaves like a condition.
Add Agony in PvP.
Add Agony in PvP.
Noooo …. unless guard gets it lol.
The Dhuumfire thread