[Sollution] Condition Stacking & Boons

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

Please keep it constructive.

Currently, the Damage Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.

A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).

Increasing the cap to 50 or 100 just strains the server without really fixing the problem.

So I think the Condition mechanics should be changed for Damage Conditions that stack Intensity.

Current Mechanics

  1. Each stack of boon/condition is monitored individually, both in power and duration.
    Example:
    - You apply a 20 damage over 5 seconds bleed.
    - It does 4 damage per second
    - 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
    - At this point you apply another 20 damage over 5 seconds bleed.
    - Since each stack’s damage and duration are tracked individually, this is the damage you see per second:

    Time = Damage
    Second 1 = 4 –
    Second 2 = 4 –
    Second 3 = 4 –
    Second 4 = 4 4
    Second 5 = 4 4
    Second 6 = – 4
    Second 7 = – 4
    Second 8 = – 4
    Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds.
  2. There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
  3. A player can own more than one stack, wich penalizes other players.
    This includes poisons and burning.
    Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage.
  4. Effects that Cure 1 Condition remove all stacks of 1 condition.

Suggested Mechanics

  1. Each stack is still monitored individually
  2. There is still a maximum number of stacks per condition (can stay 25).
  3. Each player owns 1 stack per condition, wich makes it fair for everyone when there happen to be multiple condition builds
    This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
    However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
    The poison’s 33% Heal Reduction does not stack.
  4. Effects that Cure 1 Condition would remove X stacks of 1 condition.
  5. When applying a new Bleed, Confusion or Regeneration effect (damage conditions that stack intensity, or regeneration), it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
    These percentages are based on the weight of each effect’s damage comparing to the combined total.
    If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
    The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
    Example:
    - You apply a 20 damage over 5 seconds bleed.
    - It does 4 damage per second
    - 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
    - At this point you apply another 20 damage over 5 seconds bleed.
    - It will add the remaining 8 damage to the new 20 = 28.
    - Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.

    EDIT: 8 is actually ~28,6% of 28 and 20 is actually 71,4% of 28. The result is actually ~4,14s.

Why?
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.

(edited by Nurvus.2891)

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

Made the topic a bit easier to read, I hope.

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Posted by: Nurvus.2891

Nurvus.2891

No one interested in commenting, or is the thread just getting buried by all the replies to other threads?

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Posted by: BioHazard.2147

BioHazard.2147

+1
I agree with this. The thing I’m at is this, Being a ranger I have traits which adds to my condition damage, and armor which stacks more. Where is that +Condition Damage going? How does it stack .. If I have highest +Condition Damage is that stack going to replace one of the lower ones when they max out(in the current system). Your suggestion fixes both of these issues.

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Posted by: Luisedgm.2375

Luisedgm.2375

I don’t even care how it is fixed, i just want to have a viable condition build!

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Posted by: Nurvus.2891

Nurvus.2891

Well with my suggestion you would have as many stacks as there are players.

Stacks are meant to monitor “how strong” something is… but to be honest, that would only make sense if every stack did the same damage…
Since different stacks can and will have different power and duration, it is rather insignificant, so my suggestion doesn’t really have any disadvantages comparing to the current system, and has alot of advantages.

The only thing worth debating would be exactly how Condition Removal might (or not) be changed.

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Posted by: urtv.8791

urtv.8791

maybe if rewards scaled better with damage but as it is now,i can auto attack on my condition necro and still receive gold medal.only difference between me and other players is that they receive a bit more karma,xp and coins

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Posted by: Nurvus.2891

Nurvus.2891

What does this have to do with anything?
If ANet gives you the option to make condition damage builds, you should not be penalized for doing so. Period.

That is what my suggestion attempts to address.

Whether you manage to get by despite being penalized, is of no importance here.

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Posted by: Nurvus.2891

Nurvus.2891

More comments? This is a major issue in the game. I’m somewhat amazed so very few reply to this.

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Posted by: Nurvus.2891

Nurvus.2891

+1
I agree with this. The thing I’m at is this, Being a ranger I have traits which adds to my condition damage, and armor which stacks more. Where is that +Condition Damage going? How does it stack .. If I have highest +Condition Damage is that stack going to replace one of the lower ones when they max out(in the current system). Your suggestion fixes both of these issues.

That is exactly the point.
Anything above 25 stacks, in the current system, ends up screwing someone.

My suggestion removes that, making it so that at least 25 players will be sure to be doing their damage normally.

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Posted by: Haku.5068

Haku.5068

Also keep in mind that this would have to be a split mechanic. In PvP 25 stacks of bleed unmolested can kill someone in seconds.

I sort of agree with this in PvE, but people need to be somewhat handicapped for going massive bleed spec. If it stacked indefinitely or even twice as much as it does now then mobs will take twice as much bleed damage as they do now and die that much faster, breaking the balance in the player’s favor until most mobs in the game had their health tweaked.

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Posted by: Nurvus.2891

Nurvus.2891

In PvP 25 stacks of bleed unmolested can kill someone in seconds.

Really? It takes 2-3 players to get to 25 stacks of bleed.
Direct damage from 2-3 players unmolested can kill someone in seconds too.

Actually, while direct attacks do their damage upfront, and once they hit, the damage is done, damage over time can be prevented halfway through condition removal.

Furthermore, a single player doesn’t reach the cap.
With that in mind, everything else in your argument is invalid.

How can it be fair that you can have multiple players dealing full damage to 1 target, but when it comes to condition damage there’s a limit?

(edited by Nurvus.2891)

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Posted by: Obtena.7952

Obtena.7952

I’m not understanding the incentive to fix this. I have a condition build thief and if I’m at an event and the mob already has 25 stacks, my gameplay or chance to get a reward isn’t impacted at all. In the end, the mob still dies, I still get some loot, whether it was my bleeds or someone elses. I don’t see how anyone is penalized by this limit. What I do hope is happening is that high damage bleeds are stacking above lower ones which still means you should be trying to apply your bleeds even if the stack is at 25. Not trying to troll here, just curious why this is getting attention as a player that uses a condition bleed build.

(edited by Obtena.7952)

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Posted by: Nurvus.2891

Nurvus.2891

Sure. You can do the same by focusing on Power and direct damage skills and using items 20 levels below you. You’ll still get your reward, even if it’s everyone else who actually contribute meaningfully to complete the event.

100 players hitting with direct damage attacks against a boss will do their full damage.
4 or more players focusing on the same type of condition damage will penalize each other.

If you can’t see what’s wrong with this, then something’s wrong with you.

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Posted by: xenkaidos.1285

xenkaidos.1285

Condition damage is fully effective in pve situations. I have a lvl 80 necro and love my condition damage build. 25/30/0/15/0. I’m in full Carrion and do a very nice amount of damage (scepter+dagger and staff).

PVP/WvWvW is a completely different scenario. Condition damage is not viable.. hell it’s shunned upon in most situations (with the exception of movement/healing conditions to limit speed and healing). There is TOO MANY cleanses available to remove conditions or turn conditions into boons to the point that they are utterly useless. What does this mean? It means people switch to toughness+vitality+power builds or crit+crit damage builds to remain effective. What else does this mean? Welcome to the world of cookie-cutter syndrome in pvp/wvw. So much for creativity and unique builds… so much for the usefulness of all gear… so much for “everyone is equal in pvp”.

A necromancer in WvW as a condition damage spec should just stick to a swarm of people… try to hit a target 3-5 times and keep going otherwise they’re flat out useless.

I ended up having to switch to a 5/5/30/30/0 build just to be useful. (For those who are curious, it’s a typical tanking+minion survivor build). Or, I can go somewhat glass cannon and go 30/15/10/15/0 for a little bit more crit damage.

PVE is no problem and necro’s are 100% viable… but if you’re going to make conditions actually useful, until that time comes necro’s are stuck to pure power builds.

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Posted by: SneakyErvin.3056

SneakyErvin.3056

/signed.

Good read and a very good idea when it comes to fixing condition builds. But as it works now in PvP with 1 cleanse removing all conditions of one type i.e all 25 stacks of bleeding should work just the same with the changes.

The people claiming damage would be too high and so on are way wrong. It’s no different than a DD class getting their full punch. Take 20 DD classes and compare it in a fight to a 10DD/10DoT group vs the same encounter. The 20DD group will kill so much faster because 6-7 of the DoTers wont do any noticeable damage, since 3-4 of the DoTers will hit the stack mark very fast.

@xenkaidos: What are you talking about, DoT necros wreck havoc in sPvP, the staff is just a golden sweet tool along with Sc+D. Trait for big marks and all that for the staff, longer bleeds and scepter condition and you will bleed out any enemy very quickly and reapply it very quickly if cleansed. With the right setup 50% or more of your auto attacks WILL stack 2 bleeds at a time that last a very good while.

My current PvP spec is 20/30/20/0/0 And it works great. Only trouble I have is the odd thief or warrior. But with the gigantic staff hit radius you have opportunity to stack massive bleeds in group fights (what all PvP in this game is based around).

Let Valkyries guide me to my destiny.

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Posted by: Nurvus.2891

Nurvus.2891

The only reason I suggested to change condition removal to remove X stacks, was because while now 25 stacks are roughly 2-4 players’ worth of damage, with my suggestion 25 stacks are 25 players’ worth of damage.

So maybe – or maybe not – it would be worth making condition removal only remove 3-5 stacks, wich would end up being equivalent (or even superior) to removing 25 now.

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Posted by: SneakyErvin.3056

SneakyErvin.3056

Well there is one huge problem. DoTs will become very OP in PvP. Now you have 25 stacks at max that roughly do 115-130 per second, roguhly 3000 per sec. Let people have their own stacks and that damage will quickly become very high. Its not an issue in PvE because, well, bosses and encounters dont try and run away with stacks on them. But allowing 25 individual stacks in PvP will indeed raise the damage too much. You can get away from bursters, but you cannot outrun dots.

Its very easy to stack DoTs as a necro, you can quickly stack up to do 1500 per sec now, this is without counting poison. And thats one necro. Imagine the total mayhem in WvW if 10-15 necros light up a crowd with their bleeds if only 2-4 can be removed. Thats 15000 damage per second to everyone hit, not very hard if they get off 2 staff skills and a dagger skill. And those 15k damage would most likely tick twice before some of the damage starts falling off. Thats 30k damage, unmitigated damage and I’m still not counting poisons, burns and such.

Imagine the crazyness of mass charging flamer engineers or mass porting guardians spreading fire.

Since damage will be the same as before per tick, there is no solution other than letting removals remove all stacks of one type. But in all honesty, I think the system would be perfect in PvE, but should stay out of PvP, WvW will just be too crazy even with condition removals. Since removing conditions isnt very accurate, you might be unlucky and remove the wrong DoT and die in the next 2 seconds.

Let Valkyries guide me to my destiny.

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Posted by: Haku.5068

Haku.5068

In PvP 25 stacks of bleed unmolested can kill someone in seconds.

Really? It takes 2-3 players to get to 25 stacks of bleed.
Direct damage from 2-3 players unmolested can kill someone in seconds too.

Actually, while direct attacks do their damage upfront, and once they hit, the damage is done, damage over time can be prevented halfway through condition removal.

Furthermore, a single player doesn’t reach the cap.
With that in mind, everything else in your argument is invalid.

How can it be fair that you can have multiple players dealing full damage to 1 target, but when it comes to condition damage there’s a limit?

There are builds that easily hit the 25 cap. Be careful, your lack of pvp experience is showing. The average hybrid bleed build or necro/engi will have trouble getting over 10 stacks that’s for sure.

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Posted by: SneakyErvin.3056

SneakyErvin.3056

Yep a necro can get off 12 stacks of bleeding incase hes unlucky and gets 0 crits while applying them, critting would result in something like 15-16. After those he can spread them if hes in group combat. Have a few of these setups and you would have some fine weapons of mass destruction in WvW without the current 25 stack limit.

Add poison on that with stacking changes and it goes even more out of hand, burning to that and well… you get the picture.

Then take into account racial skills such as radiation field which is usable in WvW. The list just goes on and on.

Let Valkyries guide me to my destiny.

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Posted by: Pucko.8675

Pucko.8675

I agree with cnd dmg having to be fixed. At it’s current state it’s lackluster at best. And pretty much useless in big events.
I tried to like cnd-dmg thief. But if I want any loot in DE’s I have to go for direct damage in order to tag mobs.

Something needs to be done. And I think this sounds like a fairly solid theory.

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Posted by: Nurvus.2891

Nurvus.2891

Even if you get to 25 stacks, you only see 25 stacks for a limited amount of time.
Because the ones you applied first start falling off halfway.
So there’s like what, a 5 second window where you have all 25 stacks up?

I think it’s funny how you seem to imply condition damage is overpowered.

So a couple players hitting 1 player destroy him in seconds, but a couple condition damage users shouldn’t because that’d be overpowered?

You can roll, blind or aegis to avoid direct damage or having condition damage applied on you, but you can “remove” condition damage with condition removal.

I’m not exactly a condition damage lover, but it irks me that it’s such an anti-ANet (players penalizing each other).

(edited by Nurvus.2891)

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Posted by: dottek.3461

dottek.3461

GJ on this!

I can stack 25 bleeds with ranger in 4 seconds then constantly keep up to 18 bleed stacks solo btw.

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Posted by: Nurvus.2891

Nurvus.2891

GJ on this!

I can stack 25 bleeds with ranger in 4 seconds then constantly keep up to 18 bleed stacks solo btw.

I need to know more about ranger then
Though, the more you can stack solo, the more you add to my suggestion’s merit.
Just add another such Ranger, and you penalize each other’s damage.

With my suggestion, you don’t get penalized unless there are more condition damage characters using the same type of condition, than the maximum number of stacks.

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Posted by: dottek.3461

dottek.3461

well use quickness + sharpening stones + short bow + pet (cat) with 2x bleed spells
you can try it in PVP on heavy golems (Actually maxing cond dmg+vit+power; on weapon have + 10 percent bleed duration and on armor +30 perc bleed duration)
its pretty kitten but you have to stand behind target.

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Posted by: SneakyErvin.3056

SneakyErvin.3056

@Nurvus: Exactly my point, thats 25 stacks during 4 or 5 seconds that can very well be an army killer if people set up their assists. As my above example of a few necros in WvW, how do you get away from 15k damage per second over a 4 sec duration? Thats 60k damage dealt to everyone hit by them. Nothing would survive that or be able to heal through it. Currently a person takes roughly 3200 per second with 25 bleed stacks on him, thats 12800 over 4 sec before stacks start to fall off.

Do you see the difference?

You cant compare DoTers to bursters in PvP regarding the ganging up thing, we arent talking about a group of DoTers ganging up on a single poor soul, we are talking about wiping out entire armies with 10-15 people. Melee and bursters need to stay and do their damage, often killing 1 at a time or bombarding AoE which you can move from.

With DoTs they are on you before you notice them and with individual stacks in WvW you are SoL if you get hit by a group (and assist trains arent a rare sight in WvW/RvR settings). There are also many narrow places where people are packed, like bridges and infront of gates, you would never be able to claim a keep if DoTs were stacking individually in WvW. Necros would be the ultimate defenders, Asura necros to be exact.

Let Valkyries guide me to my destiny.

(edited by SneakyErvin.3056)

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Posted by: Nurvus.2891

Nurvus.2891

Sneaky, so currently what’s stopping necros from dominating is the cap.
So in a group of 25 only 4-5 manage to stack to the cap.

What do you think the other 20 are doing? No damage?

Condition damage can be removed.
Not sure whether you know or not, but a Guardian with Greatsword can just set up Symbol of Wrath, wich creates Light Combo field, and then use Whirling Wrath, becoming an AoE cleansing machine.

Others can convert Conditions into Boons.

You are exaggerating a theoretical situation without considering all the consequences that come with fixing a problem that IS a problem.

Players are ruining each others’ performance because of a Cap that only affects condition damage.

Just like players avoid AoE shortly after noticing it, so do players dodge black lines and all manners of condition damage abilities.
With the exception of properly traited Necromancer Marks (staff), condition damage abilities can be blocked like any other. Condition damage users can be blinded too.

Condition damage takes some time to stack, and then takes some time to act.
You get your first 3-5 stacks of bleed, and you’ll start trying to avoid getting further stacks, or simply preparing to use your condition removal skill.

Last but not least, players can organize builds to minimize stack conflicts.

Organized, focused damage kills. Fast.
Organized, focused “condition damage” can be cleansed, and has a cap.

(edited by Nurvus.2891)

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Posted by: Nurvus.2891

Nurvus.2891

Any further comments?

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Posted by: Antiriad.7160

Antiriad.7160

Yep: Add items with cond.dam/toughness/healing please :-p.

Colin ‘The Liar’ Johanson: “Everyone, including casual gamers, by 80 should have the
best statistical loot in the game. We want everyone on equal power base.”

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Posted by: Nurvus.2891

Nurvus.2891

What about… comments on the topic?

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Posted by: phooka.4295

phooka.4295

I’m in the “cap is useless” camp. The cap at 25 is a bad mechanic to reel in the excessive DPS conditions could generate when aplied (stacked) and then spread to many targets.

If you think 10 to 15 necros could wipe out an army, think 10 to 15 greatsword warriors charging your army just as you break through a keep door. Each of them will hit 3 targets with 100b, each of them for over 10k. That’s 30k per warrior or easily half a million of total incoming damage over the space of just a few seconds. Since your army is trying to rush through the gate, the warriors will all find targets for their 100b. 10 to 15 warriors can kill your army.

Why’s there no cap on direct damage again?

If the problem is condition-multiplication by some few abilities, reign those in. Don’t kitten conditions in general.

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Posted by: SwordOfValor.7259

SwordOfValor.7259

Would be interesting to see a max stack turn into a stronger short burst stack.
25 stacks of bleeding turn into 1 stack of stronger bleeding.
Could also be interesting to see a different effect happen once 25 stacks is reached.

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Posted by: Nurvus.2891

Nurvus.2891

@SwordOfValor
Might be interesting, but doesn’t solve the issue and may create problems in itself.

@phooka
That’s exactly my point.
Those defending 25 stacks of bleed kill you in seconds don’t stop to think how fast those stacks took to be applied in a proper pvp situation, and how much mayhem normal damage dealers can deal in that same amount of time.

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Posted by: Nurvus.2891

Nurvus.2891

Yep: Add items with cond.dam/toughness/healing please :-p.

To be honest, all stat combinations should be available with 1 condition:
At least 1 stat needs to be offensive.

That said, I think stats in gear should work like properties in GW1 – customizable on the fly as replaceable bonuses.

In GW1 each weapon had 3 customizability hooks: inscription + 2 parts of the weapon (hilt and guard for swords).

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Posted by: Nurvus.2891

Nurvus.2891

Still the condition damage dealers are limited in several ways that direct damage dealers are not.
This thread suggests an intuitive, nearly flawless sollution.
The more constructive criticism and input is given, the better the chances are that a proper sollution reaches the eyes of ANet.

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Posted by: Runiir.6425

Runiir.6425

I would actually like to see conditions shift once you hit 25 stacks, have it change into a new type that is stronger.

Get 25 bleeds and they disappear and become a single stack of “superior bleed” that does all the damage of those 25 stacks for a full duration. manage to stack 25 regular bleeds and you refresht he superior bleed and get a 2nd stack of it, max 25 stacks of the superior debuffs.

This should be far more acceptable than seperate DoT stacks for each person.

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Posted by: Nurvus.2891

Nurvus.2891

Seriously?
Currently you get up to 25 separate dot stacks.
You know they’re separate, right? They all have individual durations and damage.
That’s why GW2 can track exactly how much damage YOU dealt with your conditions.

The current stacking system only makes sense if GW2 boons and conditions worked like GW1 – same effect for everyone.
But they don’t, because of stats like condition damage and healing power (Regeneration).
So the current stacking is pointless.

Any system that tries to add something on top of the current stacking system will suffer as well.

My suggestion still lets GW2 track exactly how much damage YOU do.
It still gives a decent cap (25 stacks) that prevents server problems.

Your idea would make it impossible to know how much damage YOU dealt, because your damage got “merged” into a huge Superior Bleed.

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Posted by: Runiir.6425

Runiir.6425

GW2 is about teamwork, not a single person’s contribution. Work on the idea and premis of the game. Who cares if you can deal 10k damage per DoT tick when that guy next to you who can do only 5k damage per FoT tick can push the TEAM’S entire damage over 20k per DoT tick per person in the team.

What you are capable of singular amounts to nothing in a game focused around team play.

Currently if you specialize in bleeds, havign someone else who also specializes in bleeds on your team is pointless. Combining stacks into superior bleeds causes the two of you to now combine your specializations into an insane amount of damage that creates bonuses for good teamwork. No one gets penalized this way.

You’re entire argument is that you don’t get to see personal big numbers. Who cares about personal damage, team total is far more important. Also do note that burst damage is crap in longer fights compared to DoT damage. Making seperate DoT stacks far more powerful on stronger enemies.

So if all you care about is your personal damage, it sounds like you are just whinning rather than wanting to fix the problem of 2+ people using similar debuff builds essentially cancelling one another out.

If you are worried about loot and such, don’t be. Tried it with a friend who did nothing but buff me in an event…they got gold from the damage I caused while under their buffs. Think the game can still track who contributed to the mega debuffs created.

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Posted by: Nurvus.2891

Nurvus.2891

You get the wrong idea.
Even though I suggest that each stack belongs to 1 player, it would still be a single Bleed, and the damage dealt by the Bleed would be the combination of all stacks.

So the numbers I see would not be only mine, but from everyone who contributed with a Stack.

What I am suggesting, is precicely that teammates don’t screw each others’ damage due to a stupid cap.

Your suggestion – I’ll say once again – doesn’t account for the fact that the Superior Bleed doesn’t allow ANet to track who is dealing how much damage.
This is important due to Event contribution.

If you check any thread that suggests Recount Addon, I am against it, so attacking me by saying I want to see big numbers is very inappropriate and ineffective as well as proof you didn’t read my suggestion properly.

I am worried about the game being fair to everyone, no matter what build they use.
Players using direct damage get no cap to their damage.
Players using condition damage do – that’s stupid.

It feels like you’re saying it’s fine that I do 50% damage since I get loot anyway.
That makes no sense.

My suggestion makes condition damage fair for everyone.
You should try reading it properly.

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Posted by: Runiir.6425

Runiir.6425

Read what I said in the last part. A friend of mine literally delt zero damage, read that again…ZERO damage. The only thing she did was use buffs on me as we were curious about event contributions. She got gold, there were 20-30 people in the event with many saying they only got silver. She apparently was getting credit for my damage output while under the effects of her buffs.

Oddly we also spent a different event doign no damage and only rezzing people, we only got bronze. So Anet considers buffing to be fine but rezzing to not be as worthy a contribution.

All I see is the potential for 5 bleeders getting 5 seperate stacks all dealing their damage. This will only escalate damage and make DoTers supreme. As for your warrior 100b comment about them rushing the oncoming army…this is why you have two guardians with staves or shields equiped run in first. They drop walls or shield bubble and those warriors now blew the only good combo they have, you now walk in and rip them apart. Both have counters, burst and DoT, with burst actually having more reliability. To counter DoTs you need a cleanse, typically with long CDs, while to counter burst damage there is a multitude of options (dodge roll through the person or away from them, push them, interupt them, knockdown them, etc).

The supperior bleed can easily track who contributed to it’s creation by simply giving credit to everyone who was apart of the 25 regular bleed stack. The fact they can keep track of buffs given by others so easily for contribution should make contribution of a superior bleed easy as cake.

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Posted by: Nurvus.2891

Nurvus.2891

There you go again saying it’s fine to do less as long as you get the reward.

Let’s get a few things clear:

  1. DoTers don’t do more damage than direct damage dealers.
  2. DoTs can be prevented in the same ways direct damage can.
    The Warrior can waste his best damage skill by getting blocked/blinded/interrupted?
    So can DoTers.
  3. Unlike direct damage, DoTers can also get their damage removed halfway.
  4. Unlike direct damage, DoTers get a cap.
  5. In case you don’t know, a single DoTer can reach 25 stacks.
    So a Ranger can get your Supreme Bleed on his own, and see big numbers.
  6. You made no valid argument against my suggestion, since it…
    - doesn’t promote personal big numbers;
    - doesn’t ruin ANet’s ability to track contributions;
    - and doesn’t strain the server
    …while making everyone ABLE to contribute all their damage potential to the group.

I like your idea of Superior Bleed as some extra fun addition to the game.
What I’m trying to say is that it does NOT fix the current issues with Condition Damage…

It doesn’t matter whether I can get Gold in Events or Win WvWvW and sPvP despite my condition damage being limited by a cap.
I want everyone to be able to fully contribute with all of their damage, regardless of whether they are direct damage dealers or condition damage dealers.

I want to know that all my DoT skills that actually hit their target(s) are doing their job, not getting blocked by a stupid cap that doesn’t apply to direct damage.

Oh, and by the way, my main is Guardian.
I don’t focus on condition damage on my Guardian.
However, that doesn’t stop me from noticing how unfair the condition system is.

(edited by Nurvus.2891)

[Sollution] Condition Stacking & Boons

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Posted by: Simplicity.7208

Simplicity.7208

How would your solution work with burning or poison that can only have one source? In the case of two people using burning/poison, the one with the higher condition stat erases all damage done by the person with the lower condition stat. It removes their burning/poison damage and simply puts theirs in its place. The only reason I think this isn’t the #1 problem is because bleed is a more common type of condition than burning.

Also, you realize that a great number of DD builds have bleeding as a secondary effect? Warriors bleed on crit 33% of the time (my warrior bleeds on crit 100% of the time due to weapon runes) and my warrior has a 70%ish crit chance. So my DD warrior gets a condition slot in your solution, even though her conditions barely hit for any damage and have a very short duration? What about the other 20 people that may proc conditions with their own DD builds? They all get condition “slots” as well? Capping at 25 condition sources has many problems and ignores confusion, burning, and poison. But it’s the best solution I’ve seen yet.

EDIT: A thought occurred…How about this; if you hit a monster that’s at 25 stacks of bleeding then either all or some portion of the condition damage you would’ve done from your “blocked” bleed is dealt immediately? This would mean excessive amounts of condition users wouldn’t be working against each other as your bleed damage would be converted to DD until the stacks start to go down, at which point you start applying conditions again.

EDIT2: You misspelled “solution.” Thought I’d bring that up.

(edited by Simplicity.7208)

[Sollution] Condition Stacking & Boons

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Posted by: Spencer.1386

Spencer.1386

Nurvus your suggestion is a very good way to fix the current problem with condition stacking. I endorse this idea.

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
- Mike Obrien

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Posted by: Prometheus.9238

Prometheus.9238

I agree the cap is problem and this sounds like a viable solution. For poison and burning I think you can use the same formula presented for bleeding here. Partial duration and partial damage stacking. Even if it creates some OPnes for condition damage builds Anet can still tweak the numbers on the skills to fix that. Whats important is that damage is not limited in any way no matter what build and class combinations you use. Anet said it themselves that it should not matter what build or class you play together it should always be viable. Going into a dungeon with more then 2 people on a condition build is not viable (the same for WvW etc). Direct damage builds don’t have this limitation and thats unbalanced.
Btw whats the difference between dealing 3k damage up front or 500 upfront and 2500k bleed? If you do either 5 times on a 15k player and he does nothing he is dead. The attack with the bleed is susceptible to al the counters that work against the direct damage the difference is that the Dot can still be removed. Not to mention it works slower so you have more time to react or recharge skills that might save your life. So even without a cap an equal damage Dot is always weaker then its direct damage equivalent. Your only advantage is that its armor ignoring. But the direct damage against a lower armored opponent will be higher while the bleeds stay the same. So that part balances out.

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Posted by: Nurvus.2891

Nurvus.2891

I agree the cap is problem and this sounds like a viable solution. For poison and burning I think you can use the same formula presented for bleeding here. Partial duration and partial damage stacking. Even if it creates some OPnes for condition damage builds Anet can still tweak the numbers on the skills to fix that. Whats important is that damage is not limited in any way no matter what build and class combinations you use. Anet said it themselves that it should not matter what build or class you play together it should always be viable. Going into a dungeon with more then 2 people on a condition build is not viable (the same for WvW etc). Direct damage builds don’t have this limitation and thats unbalanced.

This suggestion is only for effects that stack Intensity and have a variable amount of damage based on stats – such is the case of Confusion, Bleed, and Regeneration.

However, while I think Poison and Burning should still only stack duration, I think it’d be fair if each player has its own stack:
- 3 players applying poison/burn result in 3 stacks of poison/burn dealing damage simultaneously = higher damage per second
- Each player’s poison/burn only stacks in duration.
- The poison’s 33% heal reduction does not stack.

Btw whats the difference between dealing 3k damage up front or 500 upfront and 2500k bleed? If you do either 5 times on a 15k player and he does nothing he is dead. The attack with the bleed is susceptible to al the counters that work against the direct damage the difference is that the Dot can still be removed. Not to mention it works slower so you have more time to react or recharge skills that might save your life. So even without a cap an equal damage Dot is always weaker then its direct damage equivalent. Your only advantage is that its armor ignoring. But the direct damage against a lower armored opponent will be higher while the bleeds stay the same. So that part balances out.

That is precicely my point. There is no advantage DoTs have that makes them deserve a cap or nerf.
In fact, there are only disadvantages.

(edited by Nurvus.2891)

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Posted by: Nurvus.2891

Nurvus.2891

Made a meaningful update to the suggestion, including concerns regarding Burning and Poison, and making the suggestion more readable.

[Sollution] Condition Stacking & Boons

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Posted by: Nurvus.2891

Nurvus.2891

Just like you should be able to play in a group of 5 warriors, so should you be able to play in a group of 5 necromancers and so on.
Penalizing 1 type of damage and not the other is unfair.

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Posted by: Nurvus.2891

Nurvus.2891

Nurvus your suggestion is a very good way to fix the current problem with condition stacking. I endorse this idea.

If only these kinds of constructive threads got my constructive criticism and ideas, ANet would actually get to see useful information.

Instead, we get loads of loads of complaint threads in the suggestions forum that serve absolutely no purpose here.

[Sollution] Condition Stacking & Boons

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Posted by: Roktar.2497

Roktar.2497

I would love to see individual conditions for each character, then each character can stack their own 25 stacks without been worried of the max cap, like wow, every class has their own debuffs separated from the other character debuffs. Same thing with burning, poison, etc. I’ve played an engineer based on conditions and it’s annoying to see how the conditions are capped and your skills are useless.

Another option could be to raise the cap of bleeds to a big number, and make burning, poison and others stackable on numbers and not in duration.

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Posted by: Nurvus.2891

Nurvus.2891

Er, you’re missing the point.
Each character getting 25 stacks would mean 625 stacks for 25 characters = server problems.

My idea is the cap is still 25, but each character gets ONE stack, and that stack updates its damage.