What about a trait that makes confusion...
They just need to have the duration’s increased by 1-2 sec’s, and to bring out some sigils and rune sets that give benefits to confusion so that stacks hit twice in pve.
I currently have 120% increased (theoretically) confusion duration boost – but ofc it’s broke, so I only get 87%.
Another idea would be to give all mobs and bosses a pulse aoe skill, that buffs them with boons or ticks for a limited amount of damage, im talking like maximum +100 damage every 2 secs from bosses and like 20 from individual mobs. This will give confusion in PvE a skill set to proc off without speeding up the attacks of bosses or hard hitting mobs.
Underworld
www.valourgaming.com
Today I was playing with my staff and was able to put 12 confusion stacks on a mob. Guess what → it didn’t matter. All of them disappeared with 1 or 2 hits at most.
Perhaps a better idea (imo) is to make confusion as a retaliation.
* Instead of being 1 huge hit per cast, make it cond damage * X , where X is a constant
* Instead of building stacks, make it stack duration (will be definitely more helpful)
* Make it the opposite of retaliation (condition that applies damage to the caster for each attack)
This way the skill will be balanced and far more attractive to play with it.
Aurora Glade
Diversity requires versatile play
Confusion just needs to be less simple. Right now it’s “just another” damaging condition. Only being damaging only when your main version of play (not getting hit / blocking the hits) fails, it’s quite unreliable.
What if Confusion where to “simply” cancel out Might. basically be it’s inverse. Confusion would lower damage. But, to make it slightly less boring, it’s duration is very short but refreshes as long as the enemy deals damaging attacks. Up to a maximum, ofc.
So for example Cry of Frustration applies 3 stacks of Negative Might ( = Confusion ) for 3s. These 3s will reset back to full 3s whenever the target hits anything, up to a maximum total duration of say, 15 seconds.
[…] These 3s will reset back to full 3s whenever the target hits anything, up to a maximum total duration of say, 15 seconds.
We should have the duration reset on the regular confusion effect. Whenever the target uses a skill, the duration is reset.
With this change a single confusion effect would be somewhat useful. Your enemy (in WvW/PvP) will probably ignore it because one confusion is really little damage, but this gives you the chance to build up more confusion stacks over time, up to the point where your enemy has to stop attacking for a few seconds to get rid of the confusion.
Right now you have to apply all your confusions at once, you need at least 5 or better 10 stacks on the target to make it worthwile, and then you hope your enemy will mash some buttons in the next few seconds. If he plays smart and doesn’t use any skill except dodge roll and running way for a bit, all your effort was useless.
This is a main problem with confusion, it’s only viable if you apply huge stacks.
btw, the crappy iMage would suddenly become useful with the suggested confusion duration reset mechanic.
Or it could dissipate only on hit or conditon removal.
I mean, if confusion lasted 1 minute but it only affected the next attack skill and then it dissipated you could stack confussion safely and it wouldn’t be that overpowered, because your target could try to get rid of confussion by removing it or paying the price just once. That way the condition would be even more confusing, because if you keep attacking, the stacks would be small and it would behave like a bleed. But if you don’t attack and let it stack, the next attack you do can be quite damaging.
i say we make it so when mobs attack u while confused, it heals you