Idea to fix 25-bleed stack contention
but i like making people bleed to death
Officer Glas – Asuran Guardian ~ Gunnars Hold
Guild – Dark Reavers [DkR]
The reason why there’s bleed cap/condition cap is bandwidth. The difference between direct damage vs condition/bleed is that each (application of) bleed stack has its own damage/duration value. And a target with 25stacks would probably need 25 times resources to direct damage counterpart EVERY SECOND since every second there will be some bleeds running out/stack in thus it has to be renewed every second to every player in the area. Making poison to stack behave like bleeds is no different than raising the bleed cap and it would just use more resources. I’m sure they would have already implemented it if their server support such change.
No, they wouldn’t have implemented if their server could support it because it’s not a good idea at all. 1. 10 stacks of poison is -330% healing… so, you take damage when u heal…? Or just no heal at all? Either would be ridiculous. Anyone fighting necros couldn’t heal ever.
2. Poison has (double I think) more damage per second than bleed so that’s way too much damage to stack intensity on.
3. Way too much damage would be coming from conditions all of a sudden with both poison and bleeds stacking in duration.
4. The every single class would have to be rebalanced to accomodate for this so that their damage is fair.
I would say this would be a much bigger problem with thieves, who can land 6 applications of poison in about 2 seconds. It would require a complete rebalance of ground targetted skills that apply poison continously with long durations, and a complete rebalance of how poison interacts with healing….
I don’t know that I would say it would be way too much damage…. but I am sure burning classes would then clamour to have it apply for them, and since the burn cooefficient is .25, and eles can stack it till tomorrow, it would be way too strong. Just opening up a can of worms that doesn’t need to be opened.
There are plenty of ways to fix the 25 cap, and don’t tell me about the bandwidth line from ANET, that is complete garbage…. if you are already tracking 25 bleeds, why is adding 5 more bleeds that big of a problem? When I epidemic 25 bleeds the server should crash then as a result of all that extra tracking that needs to take place.
Think about big WVW fights where 100s of bleeds are across 100s of players…. maybe there a 25 stack limit helps to keep the game running smoother, but since it runs like garbage in that situation anyhow, it hardly seems to matter.
The best suggestions were that they either prioritize the bleeds to take the strongest/longest bleeds over the weaker ones (thereby not punishing the condition build classes) or make any bleeds that hit @ 25 stacks, to through as direct damage. Not that both of those wouldn’t require some extra thought and balancing.
Consequently as long as it has been, I exepect that they will do nothing about the cap, as they really do not feel it is an issue. They don’t want you playing a full condition build, they want you to play a hybrid build, so they can continue to balance around that. The end goal with balancing is to lengthen the fights and reduce the burst… the last thing they want is more damage from conditions with Necros arguably having the best bursting condition.
Reduce the Stack to 15-20, give each player his own Bleeding Debuff on the Target.
Buff the Condition Damage stat to the point where classes with Condition Damage builds do as much as / a little more Bleed damage then they have with 25 stacks, and call it a day.
You solve the cap problem, balance the classes, and buff Condition Specs to equal out with most classes in sustained Physical Damage.
Done.
(edited by Faction.4013)