Grandmaster trait idea: lich king
I think this would be awful to have as a trait, considering this should be how conditions work, period.
It wouldn’t fix conditions completely, but at least make them decent in some content.
I just don’t understand why conditions have conditions cap at 25, seems awfully arbitrary. Problem is the further they go along without fixing how conditions are handled, the bigger job they have for making sure they’re balanced across the game. Perhaps add some kind of diminishing return past a certain stack number (25?) or nerfed durations vs boss monsters, but just plain hard capping at 25 is obviously the wrong way to do it. It renders condition builds almost useless, if not detrimental to world content.
Or you would think that condition duration would increase the likelihood of your conditions being superior to those others have with lower to no condition duration.
that is what they should probably do in order for it to be quite amusing and make it so condition builds especially necro’s would be more beneficial.
I just don’t understand why conditions have conditions cap at 25, seems awfully arbitrary. Problem is the further they go along without fixing how conditions are handled, the bigger job they have for making sure they’re balanced across the game. Perhaps add some kind of diminishing return past a certain stack number (25?) or nerfed durations vs boss monsters, but just plain hard capping at 25 is obviously the wrong way to do it. It renders condition builds almost useless, if not detrimental to world content.
It’s a technical limit. Most people think that the cap is a balance tool which it is not.
My son
The day you were born, the very forests of Lordaeron whispered the name… Arthas.
My child
I watched with pride as you grew into a weapon of righteousness.
Remember, our line has always ruled with wisdom and strength,
and I know you will show restraint when exercising your great power.
But the truest victory, my son, is stirring the hearts of your people.
I tell you this, for when my days have come to an end,
You shall be King.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Vulnerability is probably the reason for the stack cap being set at 25 specifically. It doesn’t really make sense for other stacking intensity effects (Might, Bleeding, Confusion, Torment) to have a different value from a design standpoint.
Even if they did change how condition stacks work, Vulnerability would need to retain its 25 stack cap for balance purposes.
No, no, no. Simple fix to condition cap would be to prevent weaker conditions from overwriting stronger ones (in intensity for intensity-stacking purposes only, duration-stacking conditions would have the damage of the strongest application with weaker ones adding to duration).
Your bleeds hit for 2k over 8 seconds and there’s already one ticking for 600 over 2? No can do, bud.
That boss already burning from Virtue of Justice? Your Dhuumfire’s about to pour some gasoline on that mug. Your condition damage is higher, too? Well, looks like you’re about to empty an entire keg of whoop*ss on him as well.
Non-damaging conditions would continue to function as they currently do.
Only problem that I can see is that it’d make condition duration second-class to condition damage, but isn’t that already the case?
[Edit]
Change the name to “Aura of the Lich”, to (1) escape copyright infringement from Blizzard/Hasbro and (2) have a throwback to GW1.
Have it do something like “Your Lich Form no longer destroys all minions nor removes spectral effects. In addition, your skills recharge 20% faster while in Lich Form”
-alternate new skill-
Aura of the Lich: Elite Spectral. Grant yourself and your minions fury, might, and gain life force each time a minion strikes its target.
Life force generation: 1%
Fury: 8 sec
Might: 3 stacks, 18 sec
Skill activation: 3/4 sec
Skill cooldown: 48 sec
Skill duration: 15 sec
aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.
(edited by Sors Immani.8429)
I just don’t understand why conditions have conditions cap at 25, seems awfully arbitrary. Problem is the further they go along without fixing how conditions are handled, the bigger job they have for making sure they’re balanced across the game. Perhaps add some kind of diminishing return past a certain stack number (25?) or nerfed durations vs boss monsters, but just plain hard capping at 25 is obviously the wrong way to do it. It renders condition builds almost useless, if not detrimental to world content.
It’s a technical limit. Most people think that the cap is a balance tool which it is not.
I don’t buy it. Source? I would believe that its a technical challenge, and not as simple as changing a value from 25 to 50 or whatever, but to say it’s a limitation? That’s a lazy answer.
It is the answer they’ve given about 5 billion times over the last two years. Every single stack of every single condition that is applied by the up to 500,000 peak concurrent players has to be tracked by the server from start to finish. Each individual bleed, every might stack, it all puts what I imagine is a fairly heavy load on the servers. Now, could they maybe increase it to 30 without breaking everything? Sure, but that won’t fix diddly squat. Could they even put it up to 40? Maybe, but stacks are just one of many issues that condition builds have. So why increase server load to make a fix that won’t actually fix anything?
I don’t think increasing the stacks would do anything meaningful, just change the way stacks are pushed off and that’s far better.
Well yeah, that’s my point. They could certainly come up with some kind of a better solution, but they haven’t even tried, AFAIK. Conditions haven’t seen any love since launch, that I can recall.
The solutions the players have come up with is just not to use condition builds. I guess they’re fine with that.
Technical limitation dictated the 25 stack limit and probably the grouping of conditions/hexes.
Of course the best solution would be to make the highest condition damage/duration get priority but I imagine that it would be a further strain on the server. Imagine a boss getting hit by thousands of hits per second, having to calculate which condition to keep according to a duration/damage ratio would be time consuming.
That’s why this trait idea could work as it is much simpler to implement and doesn’t require a major infrastructure overhaul.
I’m not proposing a solution to all condi related problems, I’m trying to make them work for necros in the current setting.
And to answer Sors Immani, the trait name is irrelevant. The only minion I care about is the Aatxe – still crossing my fingers ^^
What about if condis do direct damage if aplied to 25 stacked target? For example if necro auto attacks bleed on target that already has 25 bleed, he instead do whole damage the bleed would do over time as instant direct damage?
(edited by Emapudapus.1307)
While the trait has good intentions, it may cause some other problems regarding balance and cause many dispute among players. Personally, I think we can recieve some unique effects similar to Binding Blades (Guardian Greatsword 5). As far as I know, Binding Blades damage over time effect is never written off (even another Guardian was to cast the same skill they stack) and scales from Condition Damage. It can not be removed by cleanses or condition reduction food, but it cant also be spread by Epidemic or have its duration increased. Correct me if I was wrong in anywhere, but wouldn’t this solve some of the problems addressed here?
It’s true that it could create problems but it’s something I’m willing to live with until a permanent solution to conditions lol
Unique effects would be awesome. It’s like bringing back hexes from gw1.
But it means rethinking all the skills in the game, are they willing to do that?
Will they cause more lag? No idea.
I think instead of just nerfing our bleed capabilities without a second thought they can and could have replaced some of our bleed applications with unique effects. Are you bothered with Necro’s high condition pressure? OK, just gradually remove the amount of bleeds we can apply like what happens in every patch, but also give additional effects like Binding Blades so it remains balanced for both parties.
People all cry about how they can’t remove conditions and they should be nerfed, but don’t realize that for condition builds conditions are the source of damage just as direct attack is the damage source for power builds. If nobody cries about how they can’t get rid of direct damage and ask for invulnurability phases, noone should be a drama queen about conditions either. I am saying this because the problems of conditions are overlooked too many times.
How about this, Mourn of the Afflicted – Damage from conditions now applies directly to the target, conditions applied to other enemies is redirected to the primary target that has more than 5 allies attacking it. -1% Life Force Degraded. Skill activation Threshold 90% Life Force. Maintains till 10% Life Force has been reached.
Or
Elite – Afflictor of Grenth – All condition’s Redirected from allies to the Afflictor of Grenth. Skill 1 – Touch of the Lich – Sends a powerful bolt that transfer’s 1 condition from the Afflictor of Grenth to target, Converts 2 Conditions to Boons. Skill 2 – Wail of the Dead – Sends your conditions to party members and converts to boons. Skill 3 – Grenth’s Visage – Converts 3 of surrounding enemies boons to conditions, Causes Fear for 1 sec and Torment. skill 4 – Sacrifice of Grenth – Immediately ends transformation – Causes all conditions to be divided between you and your enemies. Causes Fear on yourself for 1/2 second and redirects 3 boons to allies in the radius – 600.
I’d say i like my Afflictor of Grenth it seems quite intriguing.
Maybe i’m wrong, but i remember that the condition cap was made for sake of world event. All damagin condition bypass the boss armor, so you could kill them way too fast (and also they didn’t want to 100 stacks of vuln neither).
For a trait idea….speaking about WoW, here’s mine.
Lich King: Bleeding & Torment can crit.
Simple. It would increse out damage out put. The cap isn’t that big deal because A)In World Event doesn’t matterIn dungeon Necro doesn’t reach it alone C) If there are 2 condi necro in party, one just changes character (you cant beat efficently a dungeon with 5 guardians, eccetera)
The only problem, and it’s a main problem whend buffing conditions, is that they’re OK in PvP, so buffing again could bring them to OP levels.
If the purpose is to ‘fix’ necros in pve, why not a gradmaster trait which gives melee attacks cleave?
If the purpose is to ‘fix’ necros in pve, why not a gradmaster trait which gives melee attacks cleave?
“At the low low price of an entire Grandmaster, now you too can be a little bit less worthless! (Warning: you will still be completely worthless.)”
If the purpose is to ‘fix’ necros in pve, why not a gradmaster trait which gives melee attacks cleave?
“At the low low price of an entire Grandmaster, now you too can be a little bit less worthless! (Warning: you will still be completely worthless.)”
Lol Bhawb that was perfect! lullz and what not aside oh silly silly wise leaf. Cleaving isn’t the situation. It’s the fact that necro as power is single target dmg, condition spec’d gives AoE dmg. Putting them both together is like meshing chocolate with vinegar. WARNING They don’t mix and tastes like $#!t.