Conditions!!!!

Conditions!!!!

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Posted by: Hydra.8315

Hydra.8315

Putting conditions on buildings(non-condition-able things)
burning should be put on *buildings, after all they are made of materials like wood, metal, etc.
*Example: Gates, Turrets, etc.

We’re not the Masters of Causing Chaos.
We are the ones who find Control in the Chaos.
~We are Mesmer’s…

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Posted by: azizul.8469

azizul.8469

in GW1 condition is only applicable to fleshy object…. but they changed it in GW2….

Cutie Phantasmer/Farinas [HAX] – CD Casual
Archeage = Farmville with PK

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Posted by: Max.8563

Max.8563

It makes sense strategicly to have building safe from conditions, so that condition builds are good against players and power builds good against buildings for wvw
otherwise we might all end up in condition builds.

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Posted by: Embolism.8106

Embolism.8106

It makes sense strategicly to have building safe from conditions, so that condition builds are good against players and power builds good against buildings for wvw
otherwise we might all end up in condition builds.

Implying power builds are not good against players?

But really, this is not a Mesmer-specific issue and Anet has acknowledged this is a problem… a few months ago. So far no fix in sight.

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Posted by: Iruwen.3164

Iruwen.3164

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Harbinger.9645

Harbinger.9645

I wouldn’t mind conditions that make sense being applied to building. The example of burning is perfect. Obviously things like bleed, confusion, and poison don’t really make sense on an object the same way applying healing to it wouldn’t make sense.

As a side topic, anyone else think players should be able to repair siege?

Cynaptix-Mesmer(80)
Member of Gamers With Jobs(GWJ)
From the Northern Shiver Peaks

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Posted by: Advent.6193

Advent.6193

I wouldn’t mind conditions that make sense being applied to building. The example of burning is perfect. Obviously things like bleed, confusion, and poison don’t really make sense on an object the same way applying healing to it wouldn’t make sense.

As a side topic, anyone else think players should be able to repair siege?

Absolutely. I would think an Engineer possesses enough knowledge of how siege is made. As such, they frigging well should have been able to fix siege, from the outset.
Failing that, if I as a character, can use a blueprint … would an equivalent “repair kit”
be that illogical?

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: Decked.8274

Decked.8274

I wanna see a confused gate

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Posted by: Harbinger.9645

Harbinger.9645

I wanna see a confused gate

Hahahaha….we could make it so a confused gate won’t allow friendlies to enter. :-P

Cynaptix-Mesmer(80)
Member of Gamers With Jobs(GWJ)
From the Northern Shiver Peaks

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Posted by: Harbinger.9645

Harbinger.9645

Absolutely. I would think an Engineer possesses enough knowledge of how siege is made. As such, they frigging well should have been able to fix siege, from the outset.
Failing that, if I as a character, can use a blueprint … would an equivalent “repair kit”
be that illogical?

I thought about that too! Although people would scream about imbalance…maybe if we make it so only Engineers can repair however they still have to use supply and make it cost a decent amount of supply to repair it. It would add another dimension to that class and WvW in general. Now that I think about it each class should have it’s own special mechanic in WvW.

Maybe make it so a Ranger can act as a scout and tag enemies on the world map…since they pretty much made orange swords obsolete. The tagging would only work while the ranger is within a certain radius of the enemies.

Thieves could scout the inside of an enemy keep, they could be stealthed but not able to attack anything think Recon mode…add some dogs in keeps that can reveal the thief and boot him out of this mode (teleporting them outside the keep into the awaiting arms of the keep guards). They should also be able to steal supply from enemy camps.

Guardians could make it so if they are inside a keep it will give the gate/walls a special damage reduction buff which doesn’t stack with other guardians (nothing crazy just a little extra edge to make it harder to tear down).

Warriors, being the generals that they are. They could make yaks move faster by default when they are escorting them and make a keep upgrade faster when they are in it.

Necromancers could summon additional undead guards inside a keep once the gate or walls are breached. Nothing crazy over powered and again they wouldn’t have additional guards based on how many necro’s there are and if the necro goes out of range of the area the minions all die and can’t be resummoned for X amount of time.

Make mesmers the anti Ranger tagging class where if there is a mesmer in the vincinity of the tagged group they have the ability to make random taggings show up on the map for a brief period of time and/or make it so a mesmer defending a keep can make it so the thief can’t scout the interior of a base as easily…illusionary patrols that help reveal the thief and get them booted out of “recon” mode or some sort of field around the base that would make it so Recon mode can’t be activated at that location.

Elementalists could make it so NPCs in a keep have a special earth shield or control the weather around a keep they are defending. Gusts of wind (on a decent cool down) to push back and knock people away from a gate for a few seconds. They could give gates a fire buff that applies burning to any rams that hit the door (can’t do a ton of damage but enough to be a concern when assaulting the keep) this would be countered by the engies repairing the rams.

Obviously there would need to be some serious balancing done to the ideas but that would spice up WvW very nicely.

Cynaptix-Mesmer(80)
Member of Gamers With Jobs(GWJ)
From the Northern Shiver Peaks

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Posted by: Gaiawolf.8261

Gaiawolf.8261

@Harbinger:
At the expense of a little class balance, I too would like to see some truly unique abilities for each class, esp out of combat abilities. Here is a post I put while ago to that affect, which you may like:

I’m going to expand this topic a bit and bring up an idea I suggested in beta.

The GW2 class are woefully undeveloped for general/exploratory/RP/etc scenarios that do not involve fighting. Each class should have 2-3 out of combat only abilities that they can slot ONE at a time. These abilities would only be available when not in combat and all effects end when combat starts. Some of these would affect movement and allow each class to at least keep up when traveling. Now obviously something like this probably won’t show up, and certainly not until an expansion, but it’s fun to dream some times.

Here are a few ideas (I’ll start with mesmer since we are here):

Mesmer:
Teleport: TP up to 1200 range (CD: 15s).
Illusionary Disguise: You transform into a neutral animal present in the current map while active with no skills. (Mesmer Mind Trick)

Warrior:
Marching Orders: All nearby allies receive +15% passive movement while active.
Field Repair: You repair one piece of damaged equipment (CD: 10 min).

Ranger:
Tracking: Reveal enemies on the mini map and reduce your aggro range by 50% for 10s (CD:30s). (Yes, this was a beta ability, too, but slightly modified.)
Animal Rapport: Control your pet while active up to 3000 range.
Pathfinder: +25% movement for you and your pet.

That’s all I have time for now. Don’t get me started on what the engineer could do.

These were options for getting rid of the +25% utilities that I think are just bad design. And here are some other unique class specific abilities I thought up when it was announced Portal might be shared with other classes:

Engineer: Construction Tools (trait): You cap a point and repair structures 50% faster with a tool kit equipped. (Diminishing returns for multiple engineers)
Thief: Sabotage: Lay a trap that slows enemy capping by 50% and does massive DOT to structures while active (not nearly as much as siege but better than other character abilities). Thieves need help in siege, not roaming, or even zerging, abilities.
Necro: C’mon, what necro doesn’t want a self res? Would be awesome in WVW and even great in sPVP.

OK, some of these aren’t great and definitely would need tweaking, but you get the idea.

Lone Wolf Mesmer | Warrior | Engineer | Thief
Dissentient [DIS] ~Tarnished Coast

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Posted by: Harbinger.9645

Harbinger.9645

OK, some of these aren’t great and definitely would need tweaking, but you get the idea.

Those are some pretty good ideas…I like marching orders for warriors, really gives them more of a front lines leadership role. Anet should start paying people for their good ideas and start using them.

Cynaptix-Mesmer(80)
Member of Gamers With Jobs(GWJ)
From the Northern Shiver Peaks

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Posted by: Crossplay.2067

Crossplay.2067

As Harbinger starter earlier, Confuse could prevent enemies from entering nearby gates. I’d also add that it should allow enemy aoes to damage their own structures.

Poison should apply “Corrosion” to structures, giving the same damage ticks but also lowering the effectiveness of repair.

Chill could apply “Brittle” which would scale the damage from critical hits.

Bleed could cause “Fracture” which would scale the damage from normal hits.

Cripple, Fear and Immobilize could cause their respective conditions to enemies within a certain radius of the structure.

Vulnerability would scale condition damage.

Weakness would scale condition durations.

Burn would just do what’s written on the tin.

Naturally WvW structures would have to be made stronger to compensate but I think it would be interesting to add different upgrade options that would negate some conditions. The thing is, you can’t negate all of them at once so you have to choose wisely.

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Posted by: Iruwen.3164

Iruwen.3164

Some very good ideas there.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Gaiawolf.8261

Gaiawolf.8261

CD definitely needs to affect structures in some way for balance. I like your ideas Crossplay, but at the very least, vulnerability and burning need to have their normal affects, and bleeding and poison should convert to damage by some formula.

On a related note, the 25 cap stack for DOT conditions needs to go. I don’t know how they didn’t foresee that being a problem and design for unlimited stacks.

Lone Wolf Mesmer | Warrior | Engineer | Thief
Dissentient [DIS] ~Tarnished Coast

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Posted by: Iruwen.3164

Iruwen.3164

There was a thread about this, they did it because of performance reasons, every condition is tracked individually and they won’t change it in the foreseable future. So a pure condition build will always be inferior while a pure power build is totally fine.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Gaiawolf.8261

Gaiawolf.8261

Well, I can see the system getting overloaded tracking and updating hundreds of condition durations, though I’d be surprised if a more effeicient algorithm couldn’t handle the load.

In any case, even if they can only track up to 25 stacks, instead of just ignoring additional stacks, it wouldn’t be any extra strain on the system to just convert them to a direct damage hit and then write them off. No tracking necessary. And this would only need to happen with poison, bleed, and burning anyway.

Lone Wolf Mesmer | Warrior | Engineer | Thief
Dissentient [DIS] ~Tarnished Coast

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Posted by: Iruwen.3164

Iruwen.3164

I also don’t think they couldn’t solve this problem, looks more like they just don’t want to. Everything in the game is focused on power anyway, there are three legendary greatswords and on all power is the major attribute, hell even staff and torch are made that way, in PvE confusion is pretty much useless and other conditions are way too short and/or inefficient compared to raw power and finally capped. It’s a bit ridiculous.

Iruwen Evillan, Human Mesmer on Drakkar Lake