A suggestion to improve Confusion in PvE

A suggestion to improve Confusion in PvE

in Mesmer

Posted by: Otter.6348

Otter.6348

I am aware that Confusion is meant more for PvP, but I don’t see why it can’t be for both PvE and PvP. To combat this problem, I have come up with a suggestion to improve the viability of Confusion builds in PvE.

While I do not fully understand how difficult it would be to implement this, I believe this could be a fair solution to the problem.

NOTE THESE CHANGES WOULD AFFECT ONLY PVE, NOT PVP.

My suggestion is that Confusion applied to non-player creatures should “tick” every second for a portion of its damage as a DoT if it isn’t detonated by an attack. I think this should be roughly 20% of the Confusion’s potential damage per “tick”. In order to preserve balance, if a Confusion has already “ticked” before being detonated, the detonation damage will be reduced by an amount equivalent to the total damage dealt by those “ticks”.

To answer the question “what about stacks of Confusion”, let’s just assume the damage per “tick” would be a percentage of the “potential damage” of those stacks combined.

In case that didn’t make any sense, I’ll demonstrate two examples (Note: For the examples, we’ll assume that the “tick” damage is equal to 20% of the Confusion’s “potential damage” ):

I apply a single stack of Confusion that would deal 500 damage on skill use and lasts 4 seconds. The enemy doesn’t attack within those 4 seconds. Every second the confusion remains on the enemy, they receive 20% of the Confusion’s damage (100 damage). The confusion ticks 4 times, dealing 400 damage.

I apply 3 stacks of Confusion that each deal 250 damage (making a total “potential damage” of 750) and lasts 6 seconds. The Confusion “ticks” 4 times before the enemy attacks. Each of those “ticks” deals 20% of the total “potential damage”, causing 150 points of damage each, for a total of 600. The enemy attacks after the 3rd tick, causing themselves to receive the rest of the potential damage (150 points).

Essentially, the Confusion’s damage remains the same. However, I have also taken into account Confusions that last longer than 5 seconds. Theoretically, if the monster had not attacked at all within 6 seconds, the Confusion would have ticked for 120% of its potential damage.

To clarify, this would technically void my previous concept of the detonation damage being equal to the “potential damage” that wasn’t spent on the “ticks”. If a Confusion had already dealt 120% of its potential damage, the detonation would simply not deal damage. Kind of lame, but it’s a solution.

I can’t say with certainty whether the additional damage dealt by Confusions lasting longer than 5 seconds (normally 5 ticks of 20% “potential damage” would be equivalent to if the enemy had immediately attacked, taking the full 100% of the “potential damage”.) would cause a balance issue. If a Confusion lasted 8 seconds, it would theoretically deal 160% of its “potential” damage if it was allowed to continue to tick, which may make the damage dealt too much.

This is all theoretical, but I hope people will read this and share their opinions. My goal is simply to provide Mesmers with a condition damage build that is equally attractive to the condition damage builds other professions have access to.

Thank you!

Otters! :D

(edited by Otter.6348)

A suggestion to improve Confusion in PvE

in Mesmer

Posted by: loseridoit.2756

loseridoit.2756

its actually really simple to fix confusion in pvE.

Lower mob health

lower mob damage

Make mobs smarter.

Make them attack faster.

Basically, make a mob closer to a player so they are weaker but at the same time stronger. I am not talking about Mario style boss

Basically an ai that learns a little bit and tries to adapt