I mean, lets be honest here. The Meta absolutely hates any Condi build in PvE. I don’t want to play a grenade based Engie. I hate having to continuously spam the 1 key in order to continuously throw grenades while 2-5 cool down.
I also absolutely love the flamethrower, but as things would have it, the flamethrower is a condition based kit. I want my little Asuran to be able to burn things to a crisp to his hearts content, but I can’t do it and feel like I’m being helpful to the group. I will say that burn damage is one of the better condi damage types. It doesn’t get erased when another source of burn damage is applied. However, Condi dps is still outclassed by Zerker geared players. I know condi damage is pretty good against large groups of mobs but the advantages still don’t seem to outweigh the advantages of just taking another direct damage player.
Is there anyway you guys over at Anet can look into possible re-balancing of the system so players can play the way they want to play and not the only way the game will allow them to play?
Possible suggestions – So I don’t have to include the words PvE in every point, Just assume every point pertains to PvE, none of this is to apply to PvP.
- Rework how conditions function
- Rework Dungeon AI to make running super squishy Zerker setups harmful to all but the most experienced players
- Rework Dungeon encounters in a way that make all Zerker teams disadvantageous(i.e. Add monsters that gobble squishy zerkers up for breakfast)
— As a supporting point for the previous one, try for a balance where having all of one type of build is disadvantageous. Punish groups running all Berzerkers, or all Condi, or all Support, etc.
…well that wasn’t many but now on to specifics
- Rework how conditions function : I don’t mind that you punish the overuse of conditions by overriding and stacking. This is actually good because you’ve already prevented the possibility of an all Condi group being viable. Conditions could probably do with a bit of tweaking however. Burn damage ticks far too slowly for you to get in enough damage. Bleeding is an example of a fairly good condition. Bleeds tick really fast and should expire quickly having dealt their full damage in a short period of time. Poison should have additional benefits. Its tick damage is low and the penalty to healing is exclusive to PvP uses. Poison could also reduce the attack damage of enemy mobs to make spreading and keeping up poison beneficial to a groups survival in high dps situations. Confusion expires far too quickly to be of any use on mobs that may not even attack in the duration given. Perhaps increasing the duration or having conditions expire when an attack is made and just allowing them to stack up to a certain point as an example. I think thats most of the damage related conditions. All of this is merely an example scenario to get the creative juices going.
- Rework dungeon AI : A tricky one indeed. Rather than completely changing dungeons as a whole, Maybe adding in a mob or two with the sole purpose of tracking down the player with the lowest max hp (usually a zerker player) and making their life hell. Another example might be a mob that applys boons to allies consistently, maybe mob specific boons as well like a retaliation that freakin hurts. This would of course directly punish direct damage setups, but that is the point after all. There can be many different approaches to this one.
- Rework Dungeon encounters : Also tricky. One thing to take note of is how squishy zerker players are. They don’t have any vit increases aside possible traits which are often left out. Implementing something that causes attrition amongst players may work. If all zerker groups are dieing a lot then we are off to a good start on fixing group compositions. Of course, we don’t want something that will punish a group of zerker players that is experienced and well coordinated. However, more consistent damage mechanics might give support based builds more love and viability in the dungeon scene. I’ve got a healing Guardian build that is quite remarkable in the amount of healing and survivability it brings. Conditions and small amounts of attrition damage don’t phase the groups I’m running with which leaves players to get downed by just purely taking a big chunk of damage to the face. However, this build isn’t really needed and I don’t often find groups who like the build because it’s so easy to survive as a squishy anyway.
There is no easy answer, but I just want to point out that over there at Anet, you mentioned you were designing the system so you didn’t have to have a particular class make-up. However, although not forced, the meta has kind of tossed aside support and condi builds in favor of all Zerker all the time setups because they are fast and they work without any real drawbacks.