Torment - condition diversity

Torment - condition diversity

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Posted by: Geiir.7603

Geiir.7603

“Torment. This condition is designed to play around with movement, one of our fundamental combat mechanics. Enemies under Torment will take damage periodically; as they move, they’ll take even more damage. In looking to expand the condition diversity of thieves and mesmers, we decided to include Torment skills for those two professions as well.”

First if all, we didn’t need any more diversity in our condition builds, we needed a fix to those we already had. We slice n dice our enemies, causing bleeds and we coat our weapons with poisons to weaken them even more. This is how a thief should be in my opinion.

Now for the real reason I made this thread:
Giving the thief a condition that will actually punish our enemy for moving around, really? This condition fits a necromancer perfectly, but not a thief. To survive against a thief you’ll have to stay mobile, or it’s just way too easy. The thief is supposed to be the class that really need to stay mobile to have any chance of surviving – therefore should this condition be our enemy, not our friend.

How this sounds is like: pop a huge backstab, add some torment and vanish in stealth: now just watch your enemy die as they run around swinging their sword and trying to hit us and avoid a new backstab… Sounds like we’re going to get even more hate from the crowds now.

Melder – Thief

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Posted by: roamzero.9486

roamzero.9486

If Torment strictly acts the same way in the game as it does on paper (from the leaked update notes), then more people will be complaining on how UP it is than anything. On paper it’s just a stronger bleed (when moving). The main benefit from it is adding another condition to the stack making it harder to cleanse everything. Unless I’m missing something and the damage ticks based on distance covered, or it has some other effects tacked on, Torment will just generate more yawns and eye rolls.

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Posted by: Geiir.7603

Geiir.7603

As far as I understand, it will tick for more damage if the person with the condition is moving, which will be deadly to use against a thief, but a bit too strong (in my opinion) for a thief to have in it’s arsenal.

Melder – Thief

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Posted by: frans.8092

frans.8092

If Torment strictly acts the same way in the game as it does on paper (from the leaked update notes), then more people will be complaining on how UP it is than anything. On paper it’s just a stronger bleed (when moving). The main benefit from it is adding another condition to the stack making it harder to cleanse everything. Unless I’m missing something and the damage ticks based on distance covered, or it has some other effects tacked on, Torment will just generate more yawns and eye rolls.

That depends on how much damage it does – while moving – and how long it lasts. The notes don’t mention this. But I expect time will prove you right.

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Posted by: Yuujin.1067

Yuujin.1067

If you’re popping huge backstabs, you won’t be getting any mileage out of Torment. What was it? 50% the damage of a bleed if they stand still or 150% of the damage if they are moving? Two stacks of bleed for my power specced thief does 261 damage over 3 seconds.

No one running with a dagger in their mainhand is actually going to give up valuable utility to equipped a poison that puts out so little damage.

Based off of the leaked notes, which moderators have consolidated into a single thread on the discussion forums leading me to believe that they are actually real (Whether you like it or not) I’m going to give ANet some credit and say they didn’t go overboard with it.

It is going to be great for the Pistol builds that focus around condition damage that they seem to be promoting with some of the changes and that is about it.

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Posted by: Kyrion.2749

Kyrion.2749

If the notes are real, I wouldn’t worry about torment at all. It will be stuck on a thief trap -which is pretty useless to begin with- and it will last… 3 seconds? 5 seconds? WooHoo!! Yeah, I bet all thieves are eager to remove Shadowstep or Shadow Refuge from their bars in order to make room for the torment trap….

It is much like the hype with anti-stealth traps… OMG!!!! They would destroy the thief class!!! The end of GW2!!! The armaggedon!!! yadah yadah…….. My thief have yet to step on one of those in WvsW since they were implemented.

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Posted by: Lokheit.7943

Lokheit.7943

Lots of people crying about Torment when according to Patch notes it’s really really weak.

Basically it does 0.75 times the damage of a bleed, and if an opponent moves, then it does 1.5 times the damage of a bleed.

Our source of torment is going to be (according to those leaked patch notes) Skale Venom, which unless it’s changed it only applies 3 stacks… which in the best case (asuming the opponent moves all the time) it acts like 4.5 bleeds on a 45 seconds cooldown… yay!!!

Considering that Rangers already have a venom (same exact mechanics than venoms) that applies 5 bleeds, it isn’t like our Torment will be something special.

People will cry, of course, but the reality is that torment isn’t such a great condition. I play a venom share build and I’m not sure I will even try it. Maybe if it’s increased to 5 charges I will try it, and not for the torment effects, but for the leeching*5 that is what makes Spider Venom good on sharer builds.

Even if some of our weapon skills got it (I was hopping for it to help P/P, which unlike the melee sets needs some way to control opponent movement and torment would’ve been perfect for them) it wouldn’t be so OP.

(edited by Lokheit.7943)

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Posted by: Fade.7658

Fade.7658

I’d like to see torment applied by body shot, maybe in addition to the vulnerability.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Torment is nothing but a rehashed “Shameful Fear” from GW1.

I never used “Shameful Fear” in GW1 and I’m sure I will not going to be using this in GW2 — unless of course Anet forces me to take it by adding it to Traits and Skills that I’m currently using.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.