Changes to conditions...

Changes to conditions...

in Engineer

Posted by: NiBlack.3149

NiBlack.3149

So burning is in state of rework for being op.

I wanted to post this idea earlier, but changes were final so I didn’t bother.

Burning - Idea to make every burning foe to deal small amount of dmg to people in small radius (I would call this pulsating effect wildfire). These dmg are counted as condi dmg, but don’t cause burning themselves.
Role – pulsating AoE condi dmg. Weak against single target strong against blobs.
Why such change -> because after changes burning become boring bleeding 2.0. All other conditions have their nice secondary effects.
Balancing means – Burning dmg, Wildfire dmg (1/3 of burning dmg, don’t affect base target), Wildfire radius, Wildfire number of targets affected (3-5).
I would begin from that (ok I am not good here) -> 2 burning people standing next to each other would take dmg equal in number to bleeding (on them both). So single burning person would need 1 more person to deal equal dmg to bleeding and 4 people to double bleeding stack.

and quick repair
Poison
Because poison no longer stack duration, and healing reduction is flat regardless of number of stack, we could mae slight healing reduction scaling.
Base 25% + 1 (or 0.5)% per stack. Max healing reduction (40, or 50 %).

EDIT: Ok… why did I posted this in engi forum… if it is possible I would like it to change to main discusion forum…

(edited by NiBlack.3149)