Showing Posts For EliteFirehawk.4362:
Simplest solution would be to increase enemies armor and decrease enemies health.
No one wants conditions to be viable more than me, but if the “solution” is a brute force idiotic nerf to direct damage builds I will pass on it.
Exactly, There needs to be a focus on what the conditions are doing imo as high damage along with the sundering effects they give will be too much.
Great post, its nice to see more people highlighting this issue and really hope they do eventually bring everything in line as they have already changed crits once by implementing the ferocity system which shows they are at some degree willing to bring builds in line, but anyway i’d like to contribute to this discussion with a few comments and idea’s so here we go ^^’
I think a consideration should also be what conditions do to targets not just the damage as bleeding and fire may only do damage things like poison, cripple, immobilise , chill and vulnerability will be applied at higher durations than normal with a condi build, though this makes no difference when stacking on a boss it makes a huge difference to those you will be fighting in open combat (arch diviner, imbued fore shaman, mossman etc) as they can be brought to a halt relatively easily with such conditions and to make the source of that also the highest damage may tip the scale too much making condi’s a must in things like fractals.
So maybe a start would be a viable way of sorting out the condition cap (for things like world bosses i dont even wanna go there), why not introduce a more potent version of the condition for condi builds to apply that removes the lesser version and can only be over written by another potent version?
You could have a 50% heal reduction poison,
an increase to vulnerability like 1.25% per stack (2% would be a tad too much),
a slight increase to bleed and burn damage with the ability to burn structures at 2x damage
Cripple giving a 10% change at applying a knockdown every second,
Weakness and blind are 50% or 100% effective against defiant (maybe 50% as this is there for a reason)
Chill giving 10% freeze chance etc, I feel that this would give conditions a role without having to make it all about damage.
But yeah, great points people are making and i really hope the devs take a look at everyone’s thoughts and idea’s on this.
Any constructive criticism to my idea’s is much appreciated