Upcoming condi changes - siege damage

Upcoming condi changes - siege damage

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Posted by: AnonBackStabber.8536

AnonBackStabber.8536

Could you also please ‘fix’ the fact that pure physical damage builds can tear up siege, whereas condi damage builds take until next X-Mas…

Just saying – maybe scale some portion of the condi damage as direct damage for such inanimate objects…

Upcoming condi changes - siege damage

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Posted by: nightblood.7910

nightblood.7910

Actually Ive never understood why certain condi’s do not affect siege, like burning.

You got these wooden siege weapons that dont burn, doesnt make sense.

This would also give better options for destroying siege with mortors.

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Posted by: TyPin.9860

TyPin.9860

Yeah I am strongly in favor of allowing burning to deal dmg to siege. Maybe also let chill slow down the cool down of siege skills. But I personally would leave it at that. That bleeding or poison doesn’t dmg siege seems kinda intuitive to me.

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Upcoming condi changes - siege damage

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Posted by: Orochimaru.4730

Orochimaru.4730

As usual

1) Anet want to make a big change
2) Anet do not test the change like they should, but then even they know EOTM is a failure. But still wont do a temp test in WvW.
3) Implement change anyway.
4) WvW must live with it.

Oh wait this isnt the thread I was looking for, I was expecting people to say ACs are OP enough, increasing condi stacks will just make WvW ACvAC.

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Posted by: Jski.6180

Jski.6180

Well you just burn chill etc.. the person on the siege not the siege it self. Think of condi dmg as a type of anty living targets and why we cant put normal vulnerability on things like walls and doors.

What you should be asking for is a line in wvw ranks that lets you do more dmg vs non-ram siege weapons making things like scepter eles very viable in counter siege.

Also keep in mind things like trebs have condi effects on them that would end up doing more dmg to siege then its stander 1 attk.

One more note a bit bit off-topic but i am shocked no one realty said any thing in wvw about this condi on siege attks may become super strong anty living targets after the update. Images the burning fields from morder alone it puts a long lasting burn on 50 ppl ever sec that going to add up fast same could be said for treb condi dmg much lesser for AC catas and rams.

Main : Jski Imaginary ELE (Necromancer)
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(edited by Jski.6180)

Upcoming condi changes - siege damage

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Posted by: TyPin.9860

TyPin.9860

@Jski:
Attacking the user of a siege engine and attacking the siege engine are essentially two different things. First, it is anyway more likely, when players are around, that the condition will get cleared very fast anyway. The more enemies involved, the more likely this is. Even the mortar burning can cleansed with one cleanse.

On the other hand, if you catch a siege weapon unmanned, for what reason ever, as a condi user, it will take till the end of time and beyond to kill that siege engine. This is the actual issue. And let me remind you that in this thread was only asked to either let burning effect siege weapons or that a portion of condition damage is dealt as direct damage to siege.

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Posted by: briggah.7910

briggah.7910

Well you just burn chill etc.. the person on the siege not the siege it self. Think of condi dmg as a type of anty living targets and why we cant put normal vulnerability on things like walls and doors.

I don’t really play many condi builds but here is an example that will take a condi build forever to destroy let say a flame ram.

Zerg takes a tower with catas, hops over the wall after capping leaving the enemy rams still on the gate. It is not very fun to sit there with a condi build and basically do no damage to the rams. I know the guards will attack rams on gates but even sometimes the way they are placed, the guards will ignore them. Rams are not really a problem to take down on say a power build but a condi build will sit there forever trying to destroy them.

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Upcoming condi changes - siege damage

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Posted by: Jski.6180

Jski.6180

Well you just burn chill etc.. the person on the siege not the siege it self. Think of condi dmg as a type of anty living targets and why we cant put normal vulnerability on things like walls and doors.

I don’t really play many condi builds but here is an example that will take a condi build forever to destroy let say a flame ram.

Zerg takes a tower with catas, hops over the wall after capping leaving the enemy rams still on the gate. It is not very fun to sit there with a condi build and basically do no damage to the rams. I know the guards will attack rams on gates but even sometimes the way they are placed, the guards will ignore them. Rams are not really a problem to take down on say a power build but a condi build will sit there forever trying to destroy them.

Well that kind of the thing you just need to drop one condi to kill some of the siege in this game but for most power builds you need to land many hits at odd angles to put dents into say AC.

Perma burns from most morders would comply denial a lot of siege from getting put down on doors and walls. Perma poison from trebs will do the same but over an much bigger zone.

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Posted by: Terrahero.9358

Terrahero.9358

On the flipside, Condition damage is the only stat any siege could potentially scale with.
Arrowcarts do more Bleeding damage based on the users Condition damage but their direct-damage does not inherent the users Power. The same applies to all conditions applied through Siege. I think also your duration, but im not 100% sure on that one.

So siege works a bit odd, but it doesn’t inherently work against condition builds. Sometimes it’s better to have high condition damage when dealing with siege.

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Posted by: TyPin.9860

TyPin.9860

@Jski.6180:
As I said earlier: No1 asked for poison to do dmg to siege. And if there are ppl around, the burning would be cleansed immediately. On the other hand, it shouldn’t be possible to place siege, when there is a mortar firing onto that spot. So burning dealing damage to siege would only complement the mortar’s functionality.

The initial suggestion was not even that conditions are applied to siege. The initial suggestion was, that when attacking siege, a portion of condition damage would act as power damage.

And again, if the siege is surrounded by other players, they would immediately cleanse the condition, so it mainly effects situations, where the siege is abandoned or the attacker managed to defeat the user(s) of the siege engine.

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Posted by: Belenwyn.8674

Belenwyn.8674

Are there any hints that damaging conditions dealt by siege weapons will now also stack in intensity?

Mortars and oil pots should now apply several stacks of burning and the cow from the trebs should cause several stacks of poison.

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Posted by: Jski.6180

Jski.6180

@Jski.6180:
As I said earlier: No1 asked for poison to do dmg to siege. And if there are ppl around, the burning would be cleansed immediately. On the other hand, it shouldn’t be possible to place siege, when there is a mortar firing onto that spot. So burning dealing damage to siege would only complement the mortar’s functionality.

The initial suggestion was not even that conditions are applied to siege. The initial suggestion was, that when attacking siege, a portion of condition damage would act as power damage.

And again, if the siege is surrounded by other players, they would immediately cleanse the condition, so it mainly effects situations, where the siege is abandoned or the attacker managed to defeat the user(s) of the siege engine.

Your comply missing my point if you have morders up you can perma clear a keeps doors it would be imposable to drop any siege and build it much less get in at all. If siege takes up a cleanse then it would need to count as a player or it will just count as an npc making is very hard to land condi removal.

Even with just the fire “buff” coming in is going to be it very hard to stay on a ram vs a keep who has morders if the ram dies to then the player on the morder no longer needs to use the stander attk skill just spam burning leaving no chose of (kill the player or kill the siege).

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Upcoming condi changes - siege damage

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Posted by: TyPin.9860

TyPin.9860

@Jski.6180:
As I said earlier: No1 asked for poison to do dmg to siege. And if there are ppl around, the burning would be cleansed immediately. On the other hand, it shouldn’t be possible to place siege, when there is a mortar firing onto that spot. So burning dealing damage to siege would only complement the mortar’s functionality.

The initial suggestion was not even that conditions are applied to siege. The initial suggestion was, that when attacking siege, a portion of condition damage would act as power damage.

And again, if the siege is surrounded by other players, they would immediately cleanse the condition, so it mainly effects situations, where the siege is abandoned or the attacker managed to defeat the user(s) of the siege engine.

Your comply missing my point if you have morders up you can perma clear a keeps doors it would be imposable to drop any siege and build it much less get in at all. If siege takes up a cleanse then it would need to count as a player or it will just count as an npc making is very hard to land condi removal.

Even with just the fire “buff” coming in is going to be it very hard to stay on a ram vs a keep who has morders if the ram dies to then the player on the morder no longer needs to use the stander attk skill just spam burning leaving no chose of (kill the player or kill the siege).

So you basically say the mortar would fulfill its designated task?

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Posted by: Coyote.7031

Coyote.7031

I tried a condition build and quickly switched back to power. I was trying to take a cata down after chasing away the user. And man, I just sat there forever trying to take it out and I can’t leave it to be used by another or the same enemy player. The condition changes have me worried that a condition builds will be too strong not to use… We’ll see when the change happens I guess.

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Posted by: Jayden Ennok.3687

Jayden Ennok.3687

Yeah sure, Anet should make condis affect siege so tanky dire builds can do some dmg to them.

While we are at it, I want my power scale siege dmg too cos this already works for condi dmg and conditions applied by siege.

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