Torment.

Torment.

in WvW

Posted by: Svarty.8019

Svarty.8019

With the introduction of Tainted Shackles, we’ll also be adding a new condition to the game: Torment. This condition is designed to play around with movement, one of our fundamental combat mechanics. Enemies under Torment will take damage periodically; as they move, they’ll take even more damage.

Inspired by Turkey’s Standing Man, the new condition sounds as though it is meant to prevent movement. Can anybody give a decent explanation why they would introduce this? Is there not enough damage flying about in a battle?

I mean… why would you want to punish people for moving when running away is all they can do? At first glance, it seems like a horrible change.

Also, by giving this to mesmers and thieves, it seems they want the counter to these already top-tier classes to be even more of thieves and mesmers.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

(edited by Svarty.8019)

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Posted by: Jackie.1829

Jackie.1829

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.

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Posted by: sostronk.8167

sostronk.8167

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.

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Posted by: Caid.4932

Caid.4932

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.

[Dius]

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

sounds like OP is thief. i like. run away, lets see how far u go.

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Posted by: Contiguous.1345

Contiguous.1345

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.

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

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.

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Posted by: Caid.4932

Caid.4932

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.

[Dius]

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Posted by: nissart.6195

nissart.6195

“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.

[RCT] Officer – Arborstone