Are Conditions Supposed to be Secondary?
what are you even asking? it’s obvious that anet designed condi builds to work. which is why you have viable condi builds for basically every class except for guardian and ele.
they aren’t just secondary damage.
Conditions were traditionally secondary damage.
In gw2, it’s become a primary source of damage but it’s not implemented all that well…
- condition cap
- condition duration
- condition removal/immunity
- condition bunker builds
- high condition burst damage (wtf?)
For small-scale pvp and only such, conditions completely destroy and are far more efficient than direct damage. On a bigger scale like zerg wvw, where condition removal is flying everywhere, condition damage becomes less effective but crowd control conditions remain strong.
I really think anet created more issues for themselves in having to deal with two primary sources of damage…
I’d rather we go back to conditions being secondary and the main source of damage being direct.
I think the way to fix this, as I put in another thread, is to just make it so conditions can do critical damage. Say bleeding ticks twice on a target, both times would have a chance of doing critical damage, increasing the amount of damage that tick does. This also changes it so both Power and Condition Damage both require precision and ferocity for full power, and brings up condition builds to the level of power builds.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I think the way to fix this, as I put in another thread, is to just make it so conditions can do critical damage. Say bleeding ticks twice on a target, both times would have a chance of doing critical damage, increasing the amount of damage that tick does. This also changes it so both Power and Condition Damage both require precision and ferocity for full power, and brings up condition builds to the level of power builds.
And what would this fix? The dps would still be lower then zerker while still needing 4 stats (plus whatever defense you need due to DoT) which gear can’t offer. You would be as glassy as zerker, do lower dps in peak performance and lose even more dps due the damage over time nature. It would be a great buff to rabid gear users but it would fix nothing.
(edited by Tim.6450)
As explained and argued through all the threads about condition damage in the forum: Condition damage as a whole is fairly balanced in the game. Condition damage bypasses armor and most condition damage builds have a fairly high armor themselves. However, the DPS is inferior to power builds, even with the same defensive stats. Condition damage however works over time and therefor works best against any bunker build. While high DPS builds are fairly effective against condition damage builds.
Also, condition damage is the only form of damage, that can be completely negated in some cases. Condition damage may seem overpowered to the unprepared or unskilled player, however, it is a form of damage, that does not surpass effectiveness of power builds. It has it’s specialty and weaknesses and is over all in a good spot. One might argue about special cases or certain builds, and often those exceptions are argued as the rule, but the fact of the matter is, that those exceptions are exceptions and need to be discussed on a case by case bases.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!