Not VERY long, and this is just analyzed for PVE bosses and champions/dynamic event bosses or whatever.
Why is there a bleed stack limit in PVE?
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That is insane, how can you allow condi users to be shoved to the back of the bus and have us deal 65%-76% less DPS, the only reasonable thing to do now is add more health to bosses to compensate for the extra damage conditions will now be doing, and take away the limit on bleed stacks on bosses. Or even possibly bump it up to 50 or 75 stacks? or possibly make poison/burning stack? that would go a long way in making us condi builds happy.
They actually did explain the reasoning, evaluating every single dmg tick per second per player is taxing on the server. When spread over a great many people at once.
Thats an overworld problem, comparing it to people in dungeons, sorry but to be honest you should not be doing as much damage as somebody with every single stat dedicated to dmg, in fact you are doing better than you should be imo, because while they have 3 dmg stats, you have 1-2 and can get pretty competitive numbers
Not to mention your formulas assume constant DPS over 10 minutes from DPS players which is not accurate, they have to dodge, move, use defensive skills etc. (and will have to do this more if they make AI better) in which case their dps drops to extremely low, while condition players remains high.
Condition damage is not suppose to do burst dmg like direct damage, its supposed to be constant pressure and attrition, i would say in dungeons and small group play it is in fact over performing. And keep in mind it only requires 1-2 stats to get full benefit.
In large scale pve, they may have to come up with something, but i dont really now how the server deals with the data, so i dont know the solution, just dealing with what they said awhile back.
The reason I quit playing Guild Wars 2 is actually close to the exact same reason I quit SWTOR. They added in too many stuns in SWTOR just like the ranger can stun the EFF out of people in GW2 in a 1 v 1 and win easily, not to mention other tanky classes knocking people down. So the people who are the tanky class can kill you everytime or live forever. GW2 had more stun breaks and dodge yes.
No one ever said condition damage is supposed to be burst damage. But in scenarios where there is mass condition removal by multiple enemy players, the conditions are useless. The conditions need to be there for a little while before they even start to really do anything. As someone who played a lot in free tournaments and also did paid tournaments(maybe like 20?) and I had friends who were at one point ranked number 1 in paids and on the number one team, you do not know what you are talking about.
High competitive play, low competitive play, PVE condition damage does 65% to 75% less overall avg DPS than direct damage. PVE is flat out horrible for condition damage. In events where there are 30 + people and 10 people are on condition damage that means basically 8 of those people are doing on average 100 to 300 DPS with the default scepter swing attack. PVE it is horrible to do condition damage for group events and most teams didn’t want you there.
Not to mention necromancer minion AI is horrible. The DPS you could do as a necromancer would far surpass any other class if minions worked correctly. I assume 2 years later they still don’t.
The stats I talk about are tried and true in my dealing as playing 80% as a necromancer. Maybe 400+ hours of game play. Many different builds. Direct damage if far superior as a necromancer for the majority of anything you are playing. It is near impossible to keep conditions on good players in pvp. Yes you can spread them with corruption but the mass condi removal + passive condi removal + runes +sigils + other traits that remove condi + abilities make conditions not viable. Don’t get me wrong I used conditions and sometimes they can help out, but using a well build and building a necromancer for DPS + POWER + CRIT is far superior for team play as it is burst.