why dont u just nerf burning
>this is what hotjoiners actually believe
just remove critical hits while your at it. I mean really should a critical hit be able to 100-0 you? Actually no, just remove damage in general, all you should be able to do is dodge and heal. Then we will achieve true balance.
Necro condition burst is a combination of burning + torment + fear, under terror trait that maximize this combo.
Burning alone is strong but not so strong, burning is very strong when there are other conditions on target, expecially:
burning + confusion + some bleeds stack
burning + fear (on necro) + torment.
Imho main problem is random burning proc from engi/necro trait and the difficulty to read fear animation on necro
Before to nerf something, i’d work on improving animations (fear) and add an icon like incendiary powder, so people can avoid burning damage from random proc.
Remember, if you maintain permanent burning on a warrior, his health will stand still! Must be OP.
In all seriousness: burning is very strong. It fits with the fast-paced design philosophy of the game. Easy to remove, deals a lot of damage to you if you can’t. It was also meant as a dot for non-condition specs, such as guardians. I think that’s why it has such a high base damage and relatively low scaling with condition damage.
just remove critical hits while your at it. I mean really should a critical hit be able to 100-0 you? Actually no, just remove damage in general, all you should be able to do is dodge and heal. Then we will achieve true balance.
I guess you don’t play a low base HP pool profession, don’t you?
Because you wouldn’t say that when a random automated proc of unavoidable burning wipes away half of your HP pool automagically.
It would be also funny to try to remove that single burning when it is covered by loads of other conditions too.
(edited by sorrow.2364)
the problem on necro with burinig is that every necro wanted to remove it or change buring , right now necro is getting less and less bleeds , teror nerf , weaknes nerf etc. so if they will nerf burning nerco will do zero dmg. This the logic of anet reales of the game necro good balance -> buffing other profesions and necro is out of the game -> promised buffs , necro got buring -> necro OP -> nerf necro to the ground
The only thing i would change in general on burning that it would scale diffrent , 0 condi dmg burning kits for 20-50 then scale better with condi dmg , is not fun when for example war runing with 10-20 stacks of might running with bow is doing great direct dmg + burn u for 400 every second , then spirit ranger with sun spirit hell yeah now everyone are running with 10-15 stacks of might and burn eveything around. Burnig is broken in this game and most of proffesion have to easy acces to it.
Go play a condi guardian who can keep aoe burning up 100% even if you clear it, then come back and tell me how op burning is.
^Or an elementalist.
Go play a condi guardian who can keep aoe burning up 100% even if you clear it, then come back and tell me how op burning is.
this..
Wonders why necro is mentioned with burning, = lowest application unless traited.. (note: its the only real viable build necro’s can run to compete as condimancer)
E.A.D.
running a spirit Ranger ive seen burning ticking for 800dmg..
This is ridiculous for sure…
We have said it and Anet agreed.Conditions are pressure and power should be burst and high dmg output..
Its just that Anet cant do it without destroying our pcs..Its like they said they will tone down aoe….
After 1 year still nothing…
This game is like playing pacman…Its fun when you dont think a lot about it…When you start to ask yourself why and what you are having no more fun…
Go play a condi guardian who can keep aoe burning up 100% even if you clear it, then come back and tell me how op burning is.
Yeah, but now check Necromancers, Rangers and Engineers and see burning ticking for 800 on top of bleed stacks, terror, confusion, poison and torment.
You can’t tick 800 without massive might stacks or no physical damage. Calling to nerf a single element of the game without looking at the whole and how it effects all classes is unhealthy. Burning is just fine on some classes, and is built into their damage calculations so they can match classes that must spec/have no access to burning.
I already said in the past that burning was too strong, along with stealth and other certain conditions like weakness. Burning procs for approximately 600 each time they tick, that’s equivalent to 6/7 stacks of bleeding without making it stacks up first. before you reach 6/7 of bleeding you need to land multiple skills, unlike burning all you need is 1 hit since most of it is applied by a passive proc.
i saw burning ticking for 600+ before, that is way higher than any condi out there and it actually higher than some normal attacks, which really puzzles me why it is even allowed to tick for such high dmg
the problem with fear as with any CCs in this game, quite few of them are hard to read and there is no DR on CCs as well
if devs don’t want to implement DR in this game i think fear should work like in certain game i used to play: if you are feared and took certain amount dmg (% of your HP), fear breaks… there were quite few times where i died in full fear and i couldn’t do anything about it as shadow step is on 45 sec CD and often you get feared into some wall where you can’t even see anything to even be able to target shadow step on any floor
also quite few time i died getting feared into some texture and being stuck there -_-
CCs are necessary for certain classes, but being CCd to the point where you are not being able to do anything untill you are dead just generated major frustration and is not good for game imo
from balance point: what really puzzles me is why warriors are actually allowed to have so many heavy CCs… CC should make up for lack of moblity or survivability but wars don’t lack any of that… so what is the reason?
side note: i know i will get flamed by necros but i think scepter auto attack combined with traits is way too strong, i play necro as well and i was able to down people with just AA alone…it is really wrong in many ways (no risk, no costs).. i think dmg and effect from scepter AA should be shifted to other spells as well as traits
[Teef] guild :>
(edited by Cynz.9437)
the problem is that u dont even need to run condi build to kill ppl with burning example
legacy map – team fight – guardian stacking might – war stacking might – ranger with sun spirit – necro with dhumm masive burning spam , like other condis are not so strong , only the burning is the problem. Few months before noone was complaing about condis why?? Becouse even if teams were running some condi setup they didn had so much acces to burning , there was no bow war , no spirit rangers , no necro with dhumm , burning is breaking this game covered with might stacks.
just remove damage condis from the game.
Would solve a lot of problems.
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere
just remove damage condis from the game.
Would solve a lot of problems.
It would make more problems tho…
just remove damage condis from the game.
Would solve a lot of problems.
It would make more problems tho…
Would it ? Remove Burning, Remove Bleeding, Remove Torment, Change Poison functionality to simply -33% Healing.
Make condis a utility and not a main source of damage, and rename them hexes.
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere
You would have to adjust damage on a lot of skills to reflect that change. Then you would also have toughness>vitality, with nothing to get through the bunkers. I think an easier solution would be to reduce each classes access to so many types of damaging conditions. No one complains about condi guards and eles, because they only have access to a handfull of conditions.
just remove damage condis from the game.
Would solve a lot of problems.
It would make more problems tho…
Would it ? Remove Burning, Remove Bleeding, Remove Torment, Change Poison functionality to simply -33% Healing.
Make condis a utility and not a main source of damage, and rename them hexes.
Make it simple remove necro and engis from the game :P Ofc it would make more problems.
just remove damage condis from the game.
Would solve a lot of problems.
It would make more problems tho…
Would it ? Remove Burning, Remove Bleeding, Remove Torment, Change Poison functionality to simply -33% Healing.
Make condis a utility and not a main source of damage, and rename them hexes.
Make it simple remove necro and engis from the game :P Ofc it would make more problems.
Remove everything except warrior, mesmer, and guardian. Game is now balanced and most of the playerbase is still intact.
>this is what hotjoiners actually believe
just remove critical hits while your at it. I mean really should a critical hit be able to 100-0 you? Actually no, just remove damage in general, all you should be able to do is dodge and heal. Then we will achieve true balance.
Believe this man’s word! He’s a hotjoin hero himself
I wish burning was a condition for guardian only, which would force groups to use guardians to grant their condi spammers some burning with F1 for extra damage.
I wish burning was a condition for guardian only, which would force groups to use guardians to grant their condi spammers some burning with F1 for extra damage.
Guardians should already be spamming F1 anyway because it does area blind and vulnerability every time you kill a trash mob.