Something needs to affect conditions.

Something needs to affect conditions.

in Warrior

Posted by: Furajir.3815

Furajir.3815

I believe that since Anet never plans on adding immunity timers, something needs to affect conditions and condition duration outside food/traiting.

Toughness/vitality etc or something along those lines should affect the amount of dmg conditions can do, at least the one that stack intensity.

Just my 2 cents

Tupro-Ranger- “The Great White Hype”
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch

Something needs to affect conditions.

in Warrior

Posted by: Player Character.9467

Player Character.9467

I believe that since Anet never plans on adding immunity timers

You mean like zerker stance?…

Something needs to affect conditions.

in Warrior

Posted by: Daniel Warren.4968

Daniel Warren.4968

I believe that since Anet never plans on adding immunity timers

You mean like zerker stance?…

He probably meant something more global, as in for all classes, and not just this one skill we can use.

Something needs to affect conditions.

in Warrior

Posted by: Furajir.3815

Furajir.3815

Yes for all classes. Nothing thats traited or a skill, just like armor affects a % of damage taken etc.

Tupro-Ranger- “The Great White Hype”
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch

Something needs to affect conditions.

in Warrior

Posted by: Player Character.9467

Player Character.9467

I believe that since Anet never plans on adding immunity timers

You mean like zerker stance?…

He probably meant something more global, as in for all classes, and not just this one skill we can use.

and yet, warrior forum

Something needs to affect conditions.

in Warrior

Posted by: Faranox.4217

Faranox.4217

Yes for all classes. Nothing thats traited or a skill, just like armor affects a % of damage taken etc.

It seems to me that the design philosophy behind the game is something like this:
If you’re worried about direct damage, get more Toughness.
If you’re worried bout condition damage, get more Vitality.

So the idea is that pumping up your HP is the answer to Condition damage. That said, we all know that this isn’t the case. Someone who specializes for Condition damage will burn through your few thousand HP very quickly. The only way to combat Conditions are to remove them.

So, if the earlier example is the design philosophy (perhaps it isn’t, it’s just what I’ve come to see) the system is flawed.

Chops Mcgee, of Anvil Rock