Confusion and Torment
Really? That’s interesting – I suppose an effort to make it more relevant for pve, but it does kind of negatively affect the uniqueness of each condition in pvp – sounds more like bleed with an additional effect.
Yeah, bit of a shame. I think overall I’d genuinely prefer Confusion to just deal damage on skill activation again, but it’d require a massive overhaul of the entire condition / skill mechanic in the game to be viable across modes.
Is that a pve pvp split or in all game modes?
Yeah, bit of a shame. I think overall I’d genuinely prefer Confusion to just deal damage on skill activation again, but it’d require a massive overhaul of the entire condition / skill mechanic in the game to be viable across modes.
That would never be viable in PvE, but for WvW/PvP that would probably be best for confusion in order to keep its uniqueness.
That’s interesting, I haven’t had the chance to get in game yet to see but this sounds like a really nice PvE buff.
Oh really….that sounds like they nerved something i just wanted to try out soon… i got the half of the equipment for that and now it sounds like it is nerved? I mean: higher base dmg sounds good…but lesser (or half) dmg while using a skill / moving sounds like they nerved the conditions….with what should i do dmg now? And beside this: how can i farm armor for that, i have´nt even farmed the rest of my first ascended armor… (no tips for what armor i should use, pls…i wanted to go for some more healing with ventari…..dmg from runes…(undead) and Backpack etc (power)….)..but: they nerved the manrta for healing i have read in another thread…and yes: i have not played yet, still patching, but what i read …..i dont wanna see all the changes XD
Yeah, bit of a shame. I think overall I’d genuinely prefer Confusion to just deal damage on skill activation again, but it’d require a massive overhaul of the entire condition / skill mechanic in the game to be viable across modes.
That would never be viable in PvE, but for WvW/PvP that would probably be best for confusion in order to keep its uniqueness.
The conditions are split anyway so what’s to stop them giving PvP confusion 10% of the PvE tick but maybe even higher skill damage?
I want confusion to keep its “don’t use too many skills or you’ll die” theme. If this is true I hope they keep it how it was in PvP & WvW but I wouldn’t mind the change as much in PvE.
Looks like this has been added to the patch notes now.
Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this. This change only applies to PvE.
Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.
Mirage might not be completly dead in the water, still needs burning though.
Wonder what dps you could get out of a condi shatter build currently, doubt it wll be much but I’m curious and don’t have access to the game currently to try.
Yeah, bit of a shame. I think overall I’d genuinely prefer Confusion to just deal damage on skill activation again, but it’d require a massive overhaul of the entire condition / skill mechanic in the game to be viable across modes.
That would never be viable in PvE, but for WvW/PvP that would probably be best for confusion in order to keep its uniqueness.
The conditions are split anyway so what’s to stop them giving PvP confusion 10% of the PvE tick but maybe even higher skill damage?
Theoretically nothing. Realistically balance is stopping them. With such a drastic change to confusion they would have to do a complete balance of all skills/traits/runes that can apply confusion and look at the duration and number of stacks. That would be a big undertaking that might as well be accompanied by an entire overhaul to the condition system instead of just addressing confusion.
What a fun week for Mesmer!
Yeah, bit of a shame. I think overall I’d genuinely prefer Confusion to just deal damage on skill activation again, but it’d require a massive overhaul of the entire condition / skill mechanic in the game to be viable across modes.
That would never be viable in PvE, but for WvW/PvP that would probably be best for confusion in order to keep its uniqueness.
The conditions are split anyway so what’s to stop them giving PvP confusion 10% of the PvE tick but maybe even higher skill damage?
Theoretically nothing. Realistically balance is stopping them. With such a drastic change to confusion they would have to do a complete balance of all skills/traits/runes that can apply confusion and look at the duration and number of stacks. That would be a big undertaking that might as well be accompanied by an entire overhaul to the condition system instead of just addressing confusion.
They dint split functionallity of conditions across games modes if x thing does soemthing it does it everywhere.
They could however, swap condusion and torment from pve skills amd traits with more viable condis. And have torment and confusion being a pvp wvw specific condi. And then, tune their unique aspects higher rather than their generic ones.
Looks like this has been added to the patch notes now.
Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this. This change only applies to PvE.
Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.
Mirage might not be completly dead in the water, still needs burning though.
Wonder what dps you could get out of a condi shatter build currently, doubt it wll be much but I’m curious and don’t have access to the game currently to try.
Mirage has lots of bleeds it seems. Adding also burning would prob be abit overkill.
kitten , guess this confirms Mirage is meant to be condi only. I imagine if power ever got too good they’d give it the old Reaper treatment.
kitten , guess this confirms Mirage is meant to be condi only.
You get this impression from what, exactly?
Looks like this has been added to the patch notes now.
Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this. This change only applies to PvE.
Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.
Mirage might not be completly dead in the water, still needs burning though.
Wonder what dps you could get out of a condi shatter build currently, doubt it wll be much but I’m curious and don’t have access to the game currently to try.
Oh kitten son. That’s actually quite good for Mirage in PvE. (and condi mesmer in general.)
And i’m very happy this change only applies in PvE.
Extra burning would have been nice I guess. I think torch got extra burning with a trait now? But not enough to make burn a strong condition for mesmer I think.
kitten , guess this confirms Mirage is meant to be condi only.
You get this impression from what, exactly?
Yeah, its only an impression but, it seems to me the mirage traits and skills that enhance PvE dps are mainly geared towards torment/bleed/confusion. I feel like, just as with reaper, the devs really want each elite specialization to have a pretty specific niche and really only have room for a PvE variant or a more pvp/wvw oriented one.
The only hope I was holding onto was that since torment and confusion were so bad in PvE, maybe the Mirage would have room for a power build. If they don’t intend for it to be there though, even if the community makes a decent build, they’ll try and nerf it down like condi Reaper.
I hope and wish that Mirage be full conditions, especially confusion and torment, mesmer need this since 5 year that start game gw2.
I tell you what, I’m not hating this change.
Looks like this has been added to the patch notes now.
Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this. This change only applies to PvE.
Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.
Mirage might not be completly dead in the water, still needs burning though.
Wonder what dps you could get out of a condi shatter build currently, doubt it wll be much but I’m curious and don’t have access to the game currently to try.
Oh kitten son. That’s actually quite good for Mirage in PvE. (and condi mesmer in general.)
And i’m very happy this change only applies in PvE.Extra burning would have been nice I guess. I think torch got extra burning with a trait now? But not enough to make burn a strong condition for mesmer I think.
Oh, I don’t know. I’ve been experimenting with a burning chrono build and it’s actually more effective than I expected, despite only three sources of burn. Nothing like using torch 4 to suddenly appear amongst a group of mobs, setting them on fire.
Anet if you’re listening, more burns please!
(edited by Dastion.3106)
The problem with mesmer burn is that we have a decent burn burst. but its very short on a long cooldown. Not sustainable.
I don’t mind not having better burns as long as our condi dps will be good overall.
It’s in one of the patch notes. They changed torment and confusion base damage to match bleeding and reduced their bonus damages. This change only affects PvE. Good change
I don’t know why every class should get burning?
We already eroded ~all differences between Bleeding, Burning, and, with this patch and for PvE, Confusion and Torment. We have 4 types of bleeding. Wow. Such design. Much unique. Wow.
Back when Burning was much stronger but couldn’t stack in intensity, back when Confusion had no ticking damage, there was a point to having all these different conditions.
I don’t know why every class should get burning?
We already eroded ~all differences between Bleeding, Burning, and, with this patch and for PvE, Confusion and Torment. We have 4 types of bleeding. Wow. Such design. Much unique. Wow.
Back when Burning was much stronger but couldn’t stack in intensity, back when Confusion had no ticking damage, there was a point to having all these different conditions.
However it didn’t work for group PVE, and when group PVE is a large part of the game it would suck to have conditions that only works in niche situations.
I would love to see PVE content that allowed these conditions to be unique however Anet have not been able to design content that works that way, so I am happy that confusion and torment finally gets to be useful in PVE content. And since the buff to these conditions I don’t see the need for mesmer to gain more burning.
Yeah well, other MMOs have no problem letting 3 Warlocks each apply a Curse of Agony. While WoW certainly didn’t start that way, I fail to see why there cannot be 3 instances of burning on someone, but each is its own stack unique to a specific source character.
That design would then in turn allow a balance in relative availability, because you have your entirely separate stack of bleeding, burning, whatnot. And hence say, burning can stack in duration. Confusion could stack in per-attack damage while the per-second damage is fixed. In PvP, in PvE it’d be vice-versa with a large but fixed per-attack hit and a stacking per-second tick. And so on. They could even minimally vary the same debuff between classes if balance demands that.
I mean, I bet the reason we got this current “fixed” version is simply because of engine limitations, it is >10 years old after all.
Greiver stats in a power shatter build but with torch and the condi traits in Illusions, sounds pretty nice right now.
YESSSSSSS!
I’ve waited for this day for so long, I can’t believe it’s actually happening! I kind of want to stat swap all my gear right now.