(edited by Svarty.8019)
Torment.
Yea im sure all the mesmers are going to drop sword mainhand in order to get a scepter for that torment that procs single target off blocking an attack.
You do realize there are only 2 feasible ways to apply torment in mass scale in any relevant way, and only 1 of those 2 sources is actually practical.
The new condition is mainly designed for dueling or smallscale gameplay like spvp, and even then the sources of it as far as the patch notes reveal is incredibly limited, so why exactly is there a complain about this in a WvW subsection, unless your wvw involves dueling? And even then, its hardly game breaking, if all you can do in a duel is run away somehow I dont think you were ever going to win.
GW1 Rank 1 – 2 Gold Capes – [sC] [sup]
Sounds similar to an ability in DOTA. I think it was DOTA that had a hero whos ulti was a cast that damaged a player depending on how far he moved away. If it was DOTA, it worked pretty well. The player had to balance between tanking the damage or moving away. Depending on the situation one was usually the better choice. Can’t remember though, so long since I played DOTA. I doubt it will work quite the same in GW2 though.
I think the idea of it is pretty horrible but the implementation (or the rumoured implementation) sounds fine really (in large scale wvw)
Wont be relevant with mesmers really, necro … dont really need it but it could be single target for all we know and in smaller scale stuff sounds like a nice idea actually.
Basically only spec thats going to be relevant with it is venom share thieves.
I can live with that. Wasn’t exactly a damage heavy spec before so no harm really.
sounds like OP is thief. i like. run away, lets see how far u go.
I hate to think what this is going to mean. If we try to chase a necro, thief or mesmer we die? If we try to run away we die?
Another reason to sit on an AC all day somewhere safe.
I suspect the real reason for it is to reduce server/bandwidth load. Anything that slows down movement makes it easier to avoid lag problems.
Assuming the leaked patch notes are correct:
“Torment: Added a new Condition called Torment.”
“This does damage every second (75% of a bleed), and double damage to foes that are moving (150% of a bleed).”
“Stacks intensity.”
and
“Skale Venom: Replaced Weakness with Torment.”
If anything this is a nerf to thieves because I would rather have 15 seconds of Weakness on my enemy than 3 stacks of Torment for 5 seconds.
If I had a thief with 2000 condition damage (approximate numbers):
1 stack bleed = 150 per tick
1 stack torment (moving) = 1.5 × 150 = 225 per tick
1 stack torment (not moving) = 0.75 × 150 = 113 per tick
Assuming you can’t clear conditions – which most people in WvW can…
Applying full Torment stacks from Skale venom would give you:
torment: 3 stacks x 5 seconds (not moving) = 1688 damage
torment: 3 stacks x 5 seconds (moving) = 3375 damage
In comparison – the same condition from bleeds:
bleeds: 3 stacks x 5 seconds = 2250 damage
No thief (except for venom share build) is going to take Skale Venom on a 45 second cooldown over something as good as Shadow Step, Shadow Refuge, Roll for Initiative, Blinding Powder, etc.. so I don’t think you’ll find many thieves using it because it is so weak. Venom share builds are so rare I don’t think you’ll find thieves having Torment being a major issue for you.
A condition thief can apply 5 stacks of bleed for 4 seconds (3000 damage) in a matter of seconds using Cloak & Dagger then Sneak Attack. So thieves have far more effective ways to apply damaging conditions than devoting a utility slot to it.
TL;DR – Don’t worry – be happy.
Assuming the leaked patch notes are correct:
snip
Is a nice buff for venom share thieves all the same, pretty good change tbh. I hope they dont go overboard with the necro skill as while they’re in a pretty bad place elsewhere they’re great in mid to large scale wvw.
“Sounds similar to an ability in DOTA. I think it was DOTA that had a hero whos ulti was a cast that damaged a player depending on how far he moved away. If it was DOTA, it worked pretty well. The player had to balance between tanking the damage or moving away. Depending on the situation one was usually the better choice. Can’t remember though, so long since I played DOTA. I doubt it will work quite the same in GW2 though.”
Indeed, ultimate skill from the bloodseeker. Anyway, that is not the same kind of fights in DOTA… I hope it won’t be too hard, let’s see.