Torment feels weak....

Torment feels weak....

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Posted by: WereDragon.6083

WereDragon.6083

Even in it’s bugged, full damage state it hits very little damage. I played with it for a bit and found my spider,devour,caltrops is far more effective…

I’m really hoping this is just a preliminary test sort of thing and we’ll see it get a slight buff, or see it added to more skills… Like um BODY SHOT

What do we say to the god of death? Not Today….
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast

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Posted by: magom.3275

magom.3275

Is bugged to do the minimun or the maximun damage? anybody knows? if is bugged to do the minimun then must be fixed, but if the current will be the maximun damage, then is a crap change for weakness.

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Posted by: Errant Venture.9371

Errant Venture.9371

It’s double bleed damage while moving, and bleed damage while not moving. A.K.A it’s not going to hit hard unless your heavy spec’d for condis, and even then it’s fairly weak.

If you go full condi spec (with no might stacks) it should trigger ~220 DPS per stack while your target is moving. That’s not BAD but five stacks of torment will still deal lower damage than auto attack on sword and dagger. Seems kinda pointless to bring a dedicated utility slot for.

The Battle Bakery [vPie]

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Posted by: Kyrion.2749

Kyrion.2749

Aaand the curse of ‘venomshare’ strikes again….

Seriously, Anet, just give thieves functional venoms and screw up venomshare. No one in his right mind will sacrifice an utility slot and a trait for a skill that needs 4+ people around you to work properly.

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

My findings (could be wrong, but this is what I found while testing in wvw and pvp bots)
The torment ticks the percentage when applied. So if he’s moving when applied, it’ll do maximum damage and if he’s standing still, it’ll do minimum damage.

However in the maximum damage it does significantly less damage compared to bleeding. I was pretty sure torment was supposed to tick 150% of a bleed? It might be that torment ticks faster than bleed, which could explain why it hits lower. Not sure about this

I tested the following different cases
-from stillstanding to moving,
-from moving to stillstanding,
-stillstanding full duration
-moving full duration

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

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Posted by: WereDragon.6083

WereDragon.6083

I’m full condition specced..

As for it’s damage it’s bugged and i’m assuming it’s doing minimum damage.

443 stationary 443 moving for 6 seconds
Vital shots bleed is doing 689 with a 7 and a half second duration.

In theory toment should be doing 886 if the target is moving for 100% the duration.

I guess we’ll just need to wait for the bug-fix.

What do we say to the god of death? Not Today….
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast

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Posted by: Zacchary.6183

Zacchary.6183

Would like it if torment was on caltrops.

Make it a trait or something where it turns your caltrops into brambles.

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Posted by: WereDragon.6083

WereDragon.6083

Would like it if torment was on caltrops.

Oh god that would make caltrops insane. Like stupid amounts of damage

On a side note, Torment breaks the venoms build slightly, as if we carry Devourer then we limit our damage from scale

I really think they should have put Torment on 2# pistol.

What do we say to the god of death? Not Today….
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast

Torment feels weak....

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Torment is basically a Bleeding overflow. Since the max stack of Bleed is 25 stacks, you can technically cause more “bleeding” through Torment.

It’s really a bad design though.

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.

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Posted by: Zacchary.6183

Zacchary.6183

Would like it if torment was on caltrops.

Oh god that would make caltrops insane. Like stupid amounts of damage

Yup

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Posted by: Havana.8625

Havana.8625

I just did a check too, damage did not seem to increase while moving. Will test some more, in case it was a fluke.

“We don’t need to make gear treadmills”
Colin Johanson on how arenanet measures success.
(Please no gear treadmills, Colin!)

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Posted by: Wolfgang.6489

Wolfgang.6489

Even if torment does work correctly, is a condition damage build even worth it? It seems like you’d just end up worse since it’s dependant on utilities that aren’t the mobility and stun breakers you’d get otherwise.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Torment
- This does damage every second (75% of bleeding) and double damage to foes that are moving (150% of bleeding). Stacks intensity.
(0.11 * Condition Damage + 32) per stack per second at level 80
If Condition Damage = 1, then Torment = 32.11/stack/sec (non-moving)
Torment = 64.22(?150%)/stack/sec (moving)

Bleeding
(0.05 * Condition Damage + 42.5) per stack per second at level 80
If Condition Damage = 1, then Bleeding = 42.55/stack/sec

So yeah, it’s just a Bleeding overflow.

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.

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Posted by: Einlanzer.1627

Einlanzer.1627

Yes, Torment is clearly meant to allow you to break the 25 bleed stack limit. It’s nice in the sense that it’ll be useful when say, you’re staying at the 25 cap on bosses, and it’ll be quite good with Venom sharing, but like all venoms it’s pretty useless solo.

What they need to do is buff all the venoms and then redesign the trait to weaken the venoms based on the number of people they’re shared with. I guess that might be out of Anet’s ability.

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Posted by: Wolfgang.6489

Wolfgang.6489

Venom sharing isn’t even strong to begin with. If they were balancing around it, they’re still doing a crappy job of it.

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Posted by: Travlane.5948

Travlane.5948

Torment
- This does damage every second (75% of bleeding) and double damage to foes that are moving (150% of bleeding). Stacks intensity.
(0.11 * Condition Damage + 32) per stack per second at level 80
If Condition Damage = 1, then Torment = 32.11/stack/sec (non-moving)
Torment = 64.22(?150%)/stack/sec (moving)

Bleeding
(0.05 * Condition Damage + 42.5) per stack per second at level 80
If Condition Damage = 1, then Bleeding = 42.55/stack/sec

So yeah, it’s just a Bleeding overflow.

since bleeding stacks intensity why not just make it say 3 more stacks of bleeding lol

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Posted by: Softspoken.2410

Softspoken.2410

For people testing Torment and not seeing the difference: the number popping off your target doesn’t change when they start / stop moving, but you should see about twice as many numbers start flying off when your enemy is in motion.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: loseridoit.2756

loseridoit.2756

may i ask one question? how easy is it to apply torment?

I dont have an thief. I have a warrior with ok condition removal and I find torment a pain because it another condition to removal. Arrrg.

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Posted by: TheMightyAltroll.3485

TheMightyAltroll.3485

It’s double bleed damage while moving, and bleed damage while not moving. A.K.A it’s not going to hit hard unless your heavy spec’d for condis, and even then it’s fairly weak.

If you go full condi spec (with no might stacks) it should trigger ~220 DPS per stack while your target is moving. That’s not BAD but five stacks of torment will still deal lower damage than auto attack on sword and dagger. Seems kinda pointless to bring a dedicated utility slot for.

Don’t be stupid, with Torment and increased access to fear, Necromancers are now overpowered. Thieves are now the direct counter to Necromancers, since you can counter-apply torment to them, and use their own fear against them for big spikes. Not to mention your new spammable Deathblossom.

Contact me ingame for Necro, Ranger, Mesmer, and Thief advice.

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Posted by: Softspoken.2410

Softspoken.2410

It’s double bleed damage while moving, and bleed damage while not moving. A.K.A it’s not going to hit hard unless your heavy spec’d for condis, and even then it’s fairly weak.

If you go full condi spec (with no might stacks) it should trigger ~220 DPS per stack while your target is moving. That’s not BAD but five stacks of torment will still deal lower damage than auto attack on sword and dagger. Seems kinda pointless to bring a dedicated utility slot for.

Don’t be stupid, with Torment and increased access to fear, Necromancers are now overpowered. Thieves are now the direct counter to Necromancers, since you can counter-apply torment to them, and use their own fear against them for big spikes. Not to mention your new spammable Deathblossom.

If you’re dealing with a condition necromancer, spamming Death Blossom is a dangerous suggestion.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Torment feels weak....

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Posted by: TheMightyAltroll.3485

TheMightyAltroll.3485

It’s double bleed damage while moving, and bleed damage while not moving. A.K.A it’s not going to hit hard unless your heavy spec’d for condis, and even then it’s fairly weak.

If you go full condi spec (with no might stacks) it should trigger ~220 DPS per stack while your target is moving. That’s not BAD but five stacks of torment will still deal lower damage than auto attack on sword and dagger. Seems kinda pointless to bring a dedicated utility slot for.

Don’t be stupid, with Torment and increased access to fear, Necromancers are now overpowered. Thieves are now the direct counter to Necromancers, since you can counter-apply torment to them, and use their own fear against them for big spikes. Not to mention your new spammable Deathblossom.

If you’re dealing with a condition necromancer, spamming Death Blossom is a dangerous suggestion.

No it isn’t. Deathblossom is an evade.

Contact me ingame for Necro, Ranger, Mesmer, and Thief advice.

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Posted by: animalmom.1062

animalmom.1062

Fighting conditionmancers by adding conditions to them, evade or not on DB, is not a sound strategy, particularly in a team environment.

Yes, you may not get the conditions back on you immediately, but he can transfer them to a team member and if you stop evading he will transfer them to you

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Posted by: Med.6150

Med.6150

Don’t be stupid, with Torment and increased access to fear, Necromancers are now overpowered. Thieves are now the direct counter to Necromancers, since you can counter-apply torment to them, and use their own fear against them for big spikes. Not to mention your new spammable Deathblossom.

Please remove the thief class from your sig. We don’t want you to give advice to any thief ever. The counter to Necromancers is obviously to steal fear, then torment them with the incredibly awesome scale venom and fear them “for big spikes”.

Genius…I had to read that twice to actually believe somebody could write that.

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Posted by: animalmom.1062

animalmom.1062

3 stacks of torment every 45 seconds will ruin anyone’s day.

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Posted by: Invizible.2960

Invizible.2960

3 stacks of torment every 45 seconds will ruin anyone’s day.

I would rather stack bleed instead

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Posted by: animalmom.1062

animalmom.1062

this is an odd situation where wondering if your sarcasm detector is on is causing me to counter wonder if my sarcasm detector is on.

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Posted by: Wiser with Age.3714

Wiser with Age.3714

As a S/P PvE Venomous Aura character, the changes to Skale Venom hurt. Stacking on a ton of Weakness was actually useful in PvE for a lot of the time. But as of this patch, we lose Weakness and gain Torment. Theoretically speaking, I guess that some of my shared targets could do decent damage with their Torment procs since the damage output is based on the +Condition values of the person triggering the proc.

I just don’t understand all of this. Torment is really only useful for PvE kiting and shutting down mobile combatants in PvP / WvW. But at the same time, Torment is only added to Skale Venom. If I were to take my Thief into WvW, I’d instantly drop Skale for Devourer since it’s far more useful in that situation. This means that while some condition builds will now actually use Skale Venom, this change also makes the skill really unattractive for the people who were previously using Skale.

We are Test Group F. (Don’t ask about what happened to the previous Test Groups.)

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Posted by: Invizible.2960

Invizible.2960

this is an odd situation where wondering if your sarcasm detector is on is causing me to counter wonder if my sarcasm detector is on.

Its hard to tell on the internet sometimes

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

this is an odd situation where wondering if your sarcasm detector is on is causing me to counter wonder if my sarcasm detector is on.

Actually your sarcasm “applicator” is off.

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.