For those that don’t know the PvP game, it’s a total mess.
Right now the biggest issue is conditions. For those that remember pre-torment update, conditions weren’t very viable. They worked, to a small degree.
Then the balance geniuses assumed everyone wanted condition builds. Adding powerful traits, adding conditions to skills so they can be viable builds.
It destroyed PvP.
Why?
Two reasons:
- The amount of conditions were to much.
- Conditions do not punish failure. You can dodge skills that lands a condition but it is LESS punishing to miss skills with conditions than with just regular power.
It’s why traits like Dhuumfire and Incendiary Powder are overpowered, often taken in every build, even power based builds.
Giving some professions like the Necromancer, Warrior, Ranger and Engineer just blow other classes out of the water.
It’s not that they are to powerful, it’s that they are not punishing failure enough.
So how to you punish failure with conditions? For starters, limit the effectiveness of every condition in certain situations.
Why?
Look at a lot of skills, Hundred Blades, Fire Grab, Backstab. They all have one thing in common, to be at their strongest, they need a requirement from their opponent.
Which is exactly what conditions lack.
If I were to rebalance conditions, I wouldn’t make them weaker or have shorter durations on every skill, instead, requiring more skill based gameplay.
Burning – deals more damage the higher health the target has. (125% – 25% ratio)
Burning is a powerful condition, it’s base damage is just good. Adding an extra thousand damage to your flurry of attacks. Not matter the situation, burn is useful. Which is also a problem, to make burning more prominent as well as giving it a major damage decrease. I’ve decided the best way to handle burning was to reduce it’s damage the lower the targets health but increase it the higher the health the target has.
(The opponent starts taking less damage from burning after the 75% health mark)
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Bleeding – deals more damage the lower health the foe has. (25% – 125% ratio)
Following the same formula of burning, bleeding has it’s damage reversed. Aiding to the idea of ‘bleeding out’ bleeding will deal more damage the less health target foe has. (Bleeding dealing 100% of it’s damage at the 25% of the opponents health mark)
Now, this may seem like a massive nerf, which it is but remember, bleeding stacks, by the time you apply ~14 stacks of bleeding, the opponent SHOULD already have lower health. This will decrease to need to spike opponents with 10 stacks of bleeding who is already at full health.
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Torment – no longer deals damage upon movement. Stacks duration. Torment still deals damage over time, if the foe affected by torment goes near its ally, it transfers torment. (Cannot transfer more than once.)
The dreaded update brought this monster with it. Torment. By game design, it’s bad. It punishes mobile players and it hits hard.
Too hard.
The problem with this condition is that it’s very damaging giving ANY situation. It needs a nerf, not only to bring down it’s power but to allow more builds. The problem with super strong conditions and boons is you must limit them.
I decided the best route would to bring back a similar effect, a condition in Guild Wars 1 called disease. The change to this is simple, if you go near a player, they become affected by Torment. This will allow more interesting gameplay, punishing enemies that group together. It’s damage is NOT going to be very large, I’d say less or equal damage to poison. It’s purpose is to harm enemies running close together and focusing single targets.
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Immobilize – no longer halts movement. It now slows movement by 33% and Immobilize prevents dodge rolling and slows endurance regeneration.
Immobilize is simply to powerful, not just the fact you cannot dodge roll but not being able to move or turn is asking for a beating.
To nerf this and keep it’s stacking by duration, have it so immobilize simply stops dodge rolling with the effect of slowing endurance regeneration and movement speed.
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Cripple – Now deals damage to moving enemies.
I’m a bit surprised ArenaNet didn’t buff crippling instead of adding Torment. Basically Cripple becomes the new Torment, to a degree. Cripple will not deal damage to non-mobile enemies, because it stacks duration, it’s damage should be between burning and poison.
The animation of a crippled character already makes them look like their in pain, changing cripple to deal damage to moving enemies would add a nice additional damage to the nerfed burning, bleeding and torment.
(edited by Nova Stiker.8396)