ok well after taking a break from the end of season 1 and now playing again recently ive put thoughts in ways to make Condition builds for all classes be cool so having more then 1 condition build in a group doesnt make them useless ….
ok so to the point , redesign conditions , remove bleed and put a dot equivalent , but doesnt stack in numbers like bleed does but stacks duration and has a set amount of damage , then make those conditions unique to said class (say Plague for necro , Illusionary Pain for Mesmers , etc) , now say you have 2 condition necros in the group , THAT is when it stacks in numbers like bleed but stays at the amount of necros attacking ……where the dmg gets a small dmg multiplier while ticking (not a HUGE one so for open world stuff when obvious 25 stack can get hit) , this gets applied constantly by the type of weapon that does it (scepter for necro).
So since this is in the necro forums well keep using necro as the example , with this idea in mind the general auto attack would use a buff in Direct Damage as well , nothing tooo huge but something still noticeable , now remove where bleed was on other skills and give them other conditions to build upon (say one to have more weakness accessibility , even cripple , poison , etc.) , well say skill 2 for scepter Grasping Dead , increase the direct dmg while increasing cripple duration a bit , now for traditions sake well talk about dagger offhand that right now has bleeding and weakness , rather then increase its duration maybe reduce the skill CD for the “more access” to weakness since that is a form of group support that necro has.
Edit: maybe also increase the frequency of the dots tick rate (how fast they bleed) , again just suggestions but an attempt to try to fix pve condition builds
Note: there is no set number crunching or anything else , these are just thoughts to try to adjust condition builds across the board on a pve point of view , since not all of us tpvp =P
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