Punish for removing our conditions?
Or bring back Hexes from GW1. That might work.
Yeah that’s a good idea I think it would work.
It would be interesting to implement (would make Necro on Necro fights a bit scarier :P). It wouldn’t change much for the standard condition damage build besides a damage boost, but it would be an interesting mechanic for non-damage builds that still apply a lot of conditions; the enemy would have to choose whether they wanted to remove or not.
Well it could work as a condition, you could stack it’s duration like any other, and while the condition is active, if you cure it, you receive a large amount of damage, or some other effect. (I would rather see more interesting things other than just ‘damage’ like if you condition cure with it on you lost 50% of your power/healing or something in relation to that.)
I’d agree, it would be more interesting for it to have effects other than just damage, the only thing is that it seems the condition system in general tends towards very basic things; more interesting effects wouldn’t really “fit” the system (although I’d like it more).
Great idea! I’d like it if there were a trait, such as, “Conditions deal damage if they are cleansed” and have a base damage that is irrelevant to the duration left. I feel the real play should be in the idea of whether or not it’s wise to spam condition removal, or to let it run it’s course.
It would definitely promote better play in regards to people only cleansing when necessary and not when they see any condition pop onto their bar. I’d prefer that the damage be dealt to the cleanser, but it’s debatable.
I also believe it would promote hybrid play. The damage could scale based off of power, and not condition damage. This would allow power builds that don’t take a ton of condition damage to reap the benefits of conditions. The danger with an idea like this, however, is the possibility of it becoming mandatory because of how well it could synergize with a lot of builds.
It would be so good. Way too good. I do remember before mist of pandaria change, affliction warlock dominance in pvp for one single reason, unstable affliciton. In fact, it was so powerful thataffliction warlock were in the top since day oned, they at least constitued 8/10 of the top teams until… blizzard completly destroyed the spec by nerfing dot damage by adding ridiculus self heal to every classes, revamp of the dispel mechanic, it indirectly nerfed affliction warlock to the ground. Now, for the first time in wow pvp history, affliction warlocks are not viable anymore, they are actually at the bottom. I just hope, If arenaNet ever add a dispel protection to the necromancer which fit the class perfectly, that necromancer won’t face the same fate as affliciton warlock.
Note: Sry for my english, it’s not my first language.
(edited by Poplolita.2638)
The difference we face is that GW2 doesn’t have the healing vs DPS issue that WoW faces. I think Nemesis went over it in the podcast (the one that might not have been released yet, now that I think about it…), but with the way GW2 is situated mechanics wise, we aren’t going to run into that issue, the only problems here would be: does it bring in interesting and fun mechanics gameplay wise, and then tuning it so it isn’t OP or overcentralizing.
I like this idea, but the trait would need quite a bit of a cooldown time in order to prevent it from being too OP (such as 40-60 seconds cooldown).
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I like this idea, but the trait would need quite a bit of a cooldown time in order to prevent it from being too OP (such as 40-60 seconds cooldown).
It totally depends on the damage. If we’re talking a very large damage hit (multiple thousands of damage) then sure a 40 second CD is warranted, but if its just 100 per condition removed, then that CD is hardly warranted.
(edited by Bhawb.7408)
I would love that, nothing makes me more mad than facing a guard or ele with a million condition removals!
How about this, if a condition with 5 or more stacks (or 5s+ duration remaining) was removed the remover of the condition loses 2 boons and is feared for 1 second (pre 3 seconds/5 stacks); cannot be proced on same target more than once pre 15 seconds.
Provides control, damage if traited and forces choice on who removes conditions.
Honestly, I miss some of the conditions that NPCs can use in PvE, such as the ability to restrict healing, or reduce your effectiveness. To me, Necromancers should be the great equalizers, turning powerful opponents into scrawny weaklings. (Well, actually, Necromancers should be commanding an undead army, but I’ll settle for the simple black magic I suppose)
Honestly, I miss some of the conditions that NPCs can use in PvE, such as the ability to restrict healing, or reduce your effectiveness. To me, Necromancers should be the great equalizers, turning powerful opponents into scrawny weaklings. (Well, actually, Necromancers should be commanding an undead army, but I’ll settle for the simple black magic I suppose)
“Real” Necromancy is just divination by speaking with the dead, so I think we can go ahead and say that a fantasy Necro can have made up abilities.
Change scepter #3 to do consume conditions on enemy doing % dmg based on total dmg done by the conditions (scales with condition dmg like fear) not the stupid 700 dmg skill we have that only gives 3% life force, that will gives use a way to burst someone when we want, since evry time im in a 1v1 duel with a conditionmancer when i get the enemy low they just can run away cleansing bleeds and chill and criple since we are slow as snails with a turtle in their back.
Januz- Ele [ARG]
Mary Shelley’s Dr. Frankenstein could make his own minions. I want some of that. Hmmmm, body of a giant and brain of a jackalope. Hey, wait! That sounds just like a flesh golem!
Mary Shelley’s Dr. Frankenstein could make his own minions. I want some of that. Hmmmm, body of a giant and brain of a jackalope. Hey, wait! That sounds just like a flesh golem!
So standing in a null field and a couple wells will hurt like hell?
The mob has spoken and the turrets shall be burnt at the stake.
I also believe it would promote hybrid play. The damage could scale based off of power, and not condition damage. This would allow power builds that don’t take a ton of condition damage to reap the benefits of conditions. The danger with an idea like this, however, is the possibility of it becoming mandatory because of how well it could synergize with a lot of builds.
Why shouldn’t Necros get something, anything, that synergizes well with lots of builds?