for tdm a mix burst cc and support will be the best like most tdm`s out there.
lord rush is a bit more tricky cant really say.
just played a bit of turret engi today and i got to say its so moronic its sad.if you don`t have a mental or physical handicap you cannot possibly enjoy playing this build.
now a easy and stupidly strong build is not my problem not with turrets or any ai build or any build for that matter my problem is that anet dev`s showed me again they lack common sense.
i was one of the ppl that called for buff on turrets from day one they can have a gr8 gameplay and are very iconic for the profession but come on.
lets take experimental turrets trait for example how did no one at anet stopped and said “hold on guys are we really going to give passive ai a trait to give passive boons? that`s nuts lets no do this”.
where is the gameplay here a gm trait that just adds 0 to how you play just drop ai to get a passive bonus i mean come on that`s just a common sense no no.
if they made the trait give some effect when you drop like healing turret clear one condi on drop or net gives 1s stun on drop ect ect you can say that there is a gameplay here you need to think before you drop a turret and use the utility the trait give you wisely,but no they didnt do it they made it so you drop the ai and go to sleep.
anyway most engi`s just wanted turrets to be more mobile and more flexible so a gm trait for 50%+- less cd on them when pickup and some aoe protection would have been just fine but the dev`s showed us again they can’t do the simplest thing without making a mess of it.
sad just sad.
(edited by cottage.3274)
literally the only thing i did to adapt to this scum new power build is to slot ds and still own rangers like before only now even the good one kill themselves more then i do.
ds now after the bp nerf if you play d/p is kinda mandtory if you want to face tank for a bit
getting a lot of bs & sneak attack that do not get executed and i don`t mean miss i mean just don`t go off at all.
anyone else having this bug?
I think most people don’t get my problem. My problem is not that these builds are strong or overpowered or whatever. My problem is that celestial exists and allows certain classes which can make use of every stat celestial has to play any role. They can engage, defend, duel and teamfight which makes them surperior over dedicated supporter or zerker builds because these usually only do one of these..
take away the might stacks and you still get jack of all trades which is what celestial exists for but they will be master of none and a full celestial team will kill at most a critter the entire game.
take on a challenge m8 go play d/d ele with celestial but dont use sigil of battle/intellect- strength/fire ect runes-and dont blast any fire field just do your best to avoid might at all cost and tell me if you still think celestial is all what you make it out to be.
its not celestial its might stacks that are broken.
when you invest heavy on def and still hit like a zerk something is wrong.
prebuff celestial was bad and no one used it,now its fine and opens a lot of builds to be played with i don`t want to see it nerf.
if they cap blast might stacks in pvp to be 10s and not 20s all will be fine.
to have all ppl on a point team fight have 20-25 stacks with a tanky build isnt working out to be a lot of fun imo.
boon strip makes a dent in it but the way you can restack them is faster then you can strip by a good margin.
Necro marks are extremely hard to dodge unless your lucky. Sure mesmers can knock thieves out of refuge but not all the time. And try dodging an else burst without guessing…
no they aren’t hard to dodge and you dont need luck to avoid them,the problem with marks is that you dont know what mark your dodging.
not only memsers can knock/pull thiefs out of refuge and you can aoe the refuge also so…
and why do you think you need to get to knock thiefs out of it all the time anyway?its a major cd for thiefs and can be easily counter as is you want more?
and you can avoid ele`s burst quite easily if you know what to look for.
so its l2p m8.
but i do agree with less instants (aoe ones mostly)
the thing is with skyhammer is that the map was from day one and still to this day broken!
so if more ppl like or hate it doesn’t mean anything because of inherent design faults in the map.
and if something is broken you fix it and not let it stay in the game as is its simple as that.
i actually kinda like the map or at least the idea of it but as it is now its unplayable.
and any dev who wants a clear cut evidence of how f up this map can be i`ll drop a ice bucket challenge here: come with me to the map and get me off the cannon when im on my terrormancer play any profession any build any weapon w/e you want you can also 2v1 me if you want.
and terrormancer is just one of the builds that can troll on this map with ezzz.
the dev said they are going to fix some things in the map a long time ago and didnt so why is something that is known to need fix`s is in the game like that for so long? thats what i want to ask essentially
there is a counter get a full team of mesmers with moa …pof… no more minions on the map
jk its silly that going full team of ai can be successful just goes to show at what lvl this game is.
just replace the signet with a diffrent skill and change back to the signet it will reset it
3days ago soloQ me and a thief 2v2 with a pu mesmer and staff ele on a point,we downed the ele and the mesmer didnt even try to res then killed the mes and had the point.
then we see in /mapchat “why didnt you res ?”from the ele asking the mes
mes:“i dont res staff ele’s”
they lost 500/40
do you really want to see more then 10 traits get added with an icd?
i dont feel like attunement cooldown is something that hold me back it adds more to the gameplay and make you think before you swap and lets ppl counter you when they see you swap.
i think having arcana line reduceing the cd is something that needs to be removed since it pigeonholed most builds.
the cd needs to be baseline and the attunement recharge rate need to be changed to elemental attunement and instead of the trait they can add a new one like give you +1 boon on swap(=2 overall boons on swap) or +20% boon duration (so you can have 50% overall if you take the trait and go 30 in arcana and not take runes for it) to go along with the boons theme.
also the icd after you swap as no place i really dont see why we need it.
sigil of paralyzation does effect daze not only stun,anyway it did in the days of thief daze lock and i dont recall they change it to not work on daze.
fyi you can use magic bullet daze as a benchmark since its the longest and and gets more for the % added so it wont be short to notice.
i frame by frame video test and it didnt stack with the trait if you seen something i didnt see pl elaborate.
(edited by cottage.3274)
looks like nothing stacks with it
i did some tests with the trait and rune of the mesmer and sigil of paralyzation x1/2
none stacks with the trait
i did rune and trait=nothing
added sigil=nothing
did 2 sigil no rune and the trait=nothing
can anyone confirm?
i feel you Thedenofsin,imo its the game mode it doesnt fit a lfg tool pug style.
one player cant really make any big impact on the outcome of the game if you have 4 ppl playing like a braindead zombie.
ctf,2v2/3v3 arena,ect one player can carry a team but in conquest you need all player to succeed and thats also why 4v5 rarely can win(needs the 5 player team to be really really bad and 4 player team to be really really good to win).
even if you play a key role in the team your impact isnt very big on the end result,tho if i bunker and get 2/3 on me the all match that cant kill me i free up my team to cap the off points,or if i treb(like you did) on my mesmer and 2v1 or istanewkit it with portal or camp the hemmer ect i feel i can somewhat shift the odds in my favor but in the end its down to the 4 player with me i give the odds to…if they do nothing with them…
you get my point.
and Justin the groups of player in team arena are mostly not pugs and a nonpug group will most likely faceroll a pug group just fyi,anyone that map chat rankX top X lfg knows it.
so to sand him to get even more frustrated doesnt look like a smart move,but if you meant for him the start/join a team of dedicated players that’s a different story.
this isnt a pvp heal imo 3s Interval for a theoretical 1k heal(theoretical since 3 Illusions is never at 100% uptime not even close to that) and a 35cd is way to long to have no heal.
i see some niche builds like a gc phantasms that can start a fight with 3 up in no time (can do like 18k dmg first burst) but again with no heal for 35s its like any gc only dies faster.
or anyone running a signets build can make a small use out of it(like they said in the livestream you can have a 3 condi removal on heal with the new trait,hardly good on its on but if you run with more condi removal its nice, and have the heal cd on 28s,and have distortion ect ect.)
now if they change phantasmal defender/ phantasmal disenchanter to be good pvp skills (like i said over a year ago) and make them stand on their own meaning be the 4th Illusion out(not bound to fifo) and take no dmg then this heal can be nice and can open alot of new builds to play with form bunker to team support ect.
as it is now i don`t see myself using it, to much risk for a little reward.
after the 10th s/d nerfs there isn`t much of a strategic purpose to bring a thief into your team.
i recently got back to my thief after a long time,i had a talk with my friends today about what should we run after the 10th,and for the life of me i couldn’t make a case for any thief build to have any impact on any strategy, well after 30m it got to a point that the only logical conclusion is just not to run a thief in the setup.
so the case i made was
*gr8 single target dmg: it is gr8 but hardly the best
*amazing mobility for point roaming: it sure is but you lose any 1v1 on far or close point (spirit ranger on close point cant be killed by any build a thief run 1v1),and after s/d nerfs you cant really contest a point and you have very low survivability.
no meaningful team fight support (only venom and its crap)
the old instagib bs that ended small skirmishes fast isn`t really viable(the dmg was nerfed and ppl run tanky builds in the meta atm).
the only thing i see going for a thief is sr stealth opener and you can have the same thing with engineers or mesmers(not as good but it gets the job done just as well).
so the conclusion is thiefs need a new unique niche something that only a thief can bring to the team.
my idea is to play on toughness debuff (note only toughness and not armor=sum of toughness and defense).
why? to be a bunker buster and to punish toughness stacking (rabid users mostly).
it also can even out the dmg gc do on squishys vs tanky build.
i have done an unload on a power nerco(was a duel for fun) and under 50% i did 7.7k same guy only he played a guard after(burst build) and i did 3k+- thats a 4k give or take difference and its not good for the game.
it will also help bring more power builds into the meta and you could build your team around this debuff.
how? traps…have it be just like how corrosive traps works only a 25% toughness reduce embedded into the traps.
why not more vulnerability to counter tanky builds and instead a toughness debuff?
because vulnerability effects anyone the same way +% dmg and like i said we do strong dmg on squishys and it can puse it to be op.
discuss.
easy fix they just need to rename it to kamikaze since it kills you more times then it saves you.
so if they rename it at least you know its working as intended
anyway yea this was discussed aaaaaaaaaalot before, yet noting was done so far… one can only hope anet will get around to it in 2016.
now read it again coglin
it gives 2 just not to you,its one for you AND ONE FOR ANYONE IN RANGE of the toss tooltip just isn`t clear about it.
how is that not the explanation as a whole i don`t know seems the op understood but you like always need to be fussy.
well enjoy this wasn’t to help you it was for the op and it did ,you had like 12 months to bug report it and you didnt coz you didnt know ,well now you do, feel free to file it.
That makes no sense. As it can give up to 5 counting you and 4 others, I do not buy cottage’s explanation. It is either a bug or a tool tip error. File a report on it. The only way to get the problems solves is to raise attention to it.
whats not to buy? it does as i said if its a bug its there from the hgh buff and bug report as been made a long time ago trust me.
more like tool tip error if you can call it a error at all since it give 2 might just not to you(you can be picky and say it can give 5 might if 4 ppl are in range).
and since they are working on tooltips alot this days all you can do is w8 for it to be fix and be more clear about the use.
and just to be clear since the hgh buff (nads nerf patch) the notes didnt say anything on the toss and when i tried it i made a bug report still nothing to this day i think there was post here also on the issue and ofc no dev made a reply.
anyway this is a nonissue its fine as is imo
(edited by cottage.3274)
i dont really get your point mrbig what are you saying ng isn`t op just strong so nerf it?
ng have alot of tool but they take alot of skill to pull off so nerf it?
but dont nerf it?
you didn`t really pointed out anything you think that need to be fix so i`ll take this post as a rant nothing more.
*ht isn`t the best heal in the game,ng aren’t as tanky as some ppl think you cant facetank dmg at all,aside from rifle 3 all the cc is hard to land,same for unloading condi on someone stay at 600+ range and the ng will do no dmg.
ng are weak to condi,range dmg,cc and all are strongly present in the meta.
not to name names but some professions/builds can 100% every time kill a ng at will even if they get outplayed on every turn so reliable counters are there no need to add more.
AR is the only thing i see op on engineer atm but it isnt as game breaking as some things are just a bit op.
it gives 2 just not to you,its one for you and one for anyone in range of the toss tooltip just isn`t clear about it.
I am glad that there has been no hiding the fact the bomb/nade build currently is,..what was the word they used..“Monstrous.”
it is very strong indeed i wouldn’t call it “Monstrous” or op but viable.
the thing is it`s one of 2 (3 if you run power build) ng meta builds and everything in the meta basically can counter it atm weak to range dps (ranger) weak to condi (necro) weak to cc (warrior) and s/d thiefs can also gib it in team fights if played well.
so given this it`s a well balanced build.
but no worry hgh will be making a strong comeback after the 10th.
let the qq train begin
i think its a cool idea
before release the mesmer portal concept didnt work like it works now.
it was a combat mobility skill without this long cd, 10s drop cd use it or lose it,you were meant to jump in and out in combat until the limit of 20 uses(?mayB less dont remember).
anyway it was and is op to make it like that with the range it have.
but if the dev can make a 600 range (no z axis port ofc) asura gate for engineers with a long cd and long cast time that isn`t on a timer only with a limit of use its will be so cool and fun and add an amazing gameplay to the game.
when wow dev made it for warlocks it was amazing and not op at all.
hope they think about it for sure i would love to see this.
I don’t understand. How is it any less possible putting 10 points into Firearms compared to 10 points in Tools?
coz its a big nerf to the neds/bomb meta build you lose the option to go 20 in alchemy or you lose the option to go 15 in tools if you go 10 in firearms.
i personally think its fine.
hi jon ppl here got a little side tracked and posted things (good things) that dont have alot to do with the thread & issues at hand,and fix`s you cant realistically do by the 10th.
so can you pl discuss and open a dialog on our feedback to you on the changes you previewed.
one thing as you can clearly see is that ip moving to master is not liked by consensus (the first thing i see here that have a consensus on in the ng community since release lol)
so 3 questions:
1)after the feedback we gave you guys will you still go with the change as is and the notes will stay as is?
2)will you hold off the ip change and w8 to buff some things in the future to make the base and groundwork to impalement this change?
3)will you go ahead with the change and give us a compensation on the 10th?
looking forward to hearing from you
i have known a change to incendiary powder & perma vigor would come its very much justified but i never in a million years thought its will be without any real compensation.
to lock out so many builds out of incendiary powder=huge dmg nerf some of this build are on the low side of the dmg scale anyway this does more harm then good.
think about it losing somewhere from 3k to 4k dmg every 10s with condi build is a huge nerf you cant just delete it and think everything is going to be fine, a real compensation is needed as other have pointed out there is none in the adept at lest not one thet can pull of this kind of dmg reliably.
as for perma vigor its still will be doable but to take something you actively did and make it into a passive =boring that is if you feel the need to have perma vigor.
this again needs to have some compensation ever so small but still
transmute=hard to say if this is bad or fine imo 15s looks a bit much for ng that have minimal coni removal (outside of hgh build).
you might want to consider moving it to explosives line and replace it with exploit weakness and make it 10s i think it will merit 10 points there.
*consider looking at the profession cd`s(and icd) (traits, skills, utility skills ect) some are way too high for what they do still…
*consider to “tank up” our power builds its feels too much do or die (same as old warriors).
AI= body block,aoe cap,screen clutter,hard to target the player
so mass AI isnt like a aura or just active buffs.
and passive=less skill aka braindead gameplay
and sun need a lil nerf.
and spirits are ugly
first video first 5 sec fear me into stability!
for heaven’s sake saveface and go away already guy.
op for your sake pl stop posting the only thing that was BUSTED! is your credibility and dignity.
i would say why in details but jax already covered that pretty much.
poor qulity video of a warrior that plays a silly build a got of the net vs one of the strongest 1v1 build out there eating everything the necro dish out not doing any dmg and not capitalizing on nothing and still survive for that long on passive play.
i get the feeling the meaning of overpowered for him is to not get down from 90% hp and oneshot ppl when he plays like that./facepalm
hi Chaith one of my favorite builds is one very much like yours i need to ask did you try using elixir s after the patch? the tool belt stealth that is,i have tried to “exploit” it and in many cases it works out great in my bomb nads i even swap out elixir r (crazy i know) for s only to stealth bomb points safe stomps and res and it works amazingly well.
anyway back to the the build at hand i find the 5s stealth amazing to set up magnet burst i`ll advocate for ppl to give it try,it makes magnet 100 times more reliable.
this is how i feel on warriors on a big pic pov.
they have now 2/3 builds that hard counter so many builds yet they dont really have a hard counter.
in fact the only counter is to focus fire with 2-3 ppl burst,tho and here is the kicker they can just disengage and no one can really catch up mayB a ele or a thief if they are willing and are not being peeled.
the only things that warrior can have trouble with is if you perma poison (cant be done)and get them on low hp constantly so they need to be defensive.
i hope anat will see this and fix ppl have listed so many things to be done all they need to do is choose a fix.The build used in the mlg tournament was hammer/longbow. It is a great build but does not fit your description since it doesn’t have tons of mobility. There’s a picture floating around with a warrior holding 5 weapons because of posts like this.
did i say just lb/h or did i say 2/3 builds some can have more mobility some less none fail at it
you can still get away with even lb/h you can kite an cc and use your f1 hemmer to open gaps passive still ticking when you kite thats all a warrior needs.
This is funny. People saying that warrior beats them so hard… and then they say that they dont take stunbreakers.
Please ANet nerf direct damage on all classes because i refuse to take any sort of damage mitigation on my utilities or traits.
Please ANet nerf conditions because i refuse to take condition removal on my utlities/traits.
And buff my class because other classes can avoid my burst. Or just nerf the other classes so they cannot avoid my burst… You choose.
no this is funny
do they not hard counter alot of builds ?just yes or no
will one stunbreake save you? yes or no
will you change your build only to counter one build out of 5 in tpvp and it really isnt a “counter” par say only you not geting facerolled just rolled on.
its silly sure you can run 3 stunbreakers on any class sure you can have a buld only to stop one type thing but whats the point so everyone need to fit in and evolve just for one clearly op over buff get real.
this is how i feel on warriors on a big pic pov.
they have now 2/3 builds that hard counter so many builds yet they dont really have a hard counter.
in fact the only counter is to focus fire with 2-3 ppl burst,tho and here is the kicker they can just disengage and no one can really catch up mayB a ele or a thief if they are willing and are not being peeled.
the only things that warrior can have trouble with is if you perma poison (cant be done)and get them on low hp constantly so they need to be defensive.
i hope anat will see this and fix ppl have listed so many things to be done all they need to do is choose a fix.
1. Alterac Valley
That would be fun for this game!
wvw:)
These are the tools that build has to take out the Warrior;
Pistol/Shield
*1 Blind
*1 Push back
*1 2 second block with 1 second stun when hit and 2 second daze when thrownGrenade Kit
*1 Blind
*1 ChillBomb Kit
*1 AoE blind
*1 AoE immob
*1 AoE knockbackAlso, 5 dodges back to back.
and all the warrior need to do is land one cc in between and your dead gg.
spamable cc in a game where cc is the single most strong thing you can do and on top they let cc have good dmg and on top of that have a tanky build lol the weed at anet is prob amazing can i get some?
when the dev`s get something right i`ll be the first to /clap hell i`ll even send a fruit basket to anet headquarters,until then flame on my brothers.
you think we discouraging the dev`s i think it`s what motivate them.
actions talk louder than words or as benjamin franklin said “well done is better than well said”
one only need to take a look at the time frame from bwe to now and see how bad anet failed.
paid/free epic fail
leaderboard fail
tournaments fail
matchmaking system fail
reward system fail
and this is leaving out balance ,build diversity or game modes and ofc skyhemmer.
so every feature they made so far as failed gg
but hey we have zerg v zerg and i can hit gates and npcs.
(edited by cottage.3274)
Pyro is absolutely right there needs to be counterplay and there is and its fine.
tho i`ll say that vs good players they counter it 95% of the time if you 1v1 same for me when i fight a mesmer and recognize a scepter all i need to see is a BLOCK flash and dodge not that hard i think the “counterplay” need to scale up a bit more but it needs to be there.
i dislike that our torment is on a defensive in the first place but its a different story.
my problem with illusionary counter is that anything can trigger it yet if your target isn`t the one to trigger it ,counterspell just doesn’t happen, with all the ai in this game and all the team fights and aoe spam to make a skill to work like this its a bad design.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Illusionary-Counter-dev-s-pl-just-one-thing/first#post2336568
1. Scepter 1 has no condition on it
2. Sword 3 does not work on slopes
3. No on demand swiftness on any utility except SoI, which is a 1 in 8 chance at swiftness every 10 seconds. Makes it so you must take focus or runes sets/sigils with some swiftness buff.
• Buggy traits, skills and so on.
• iMage.
• Mind Stab.
• Scepter autoattack chain.
• Out of combat speed.
• Id like more reliable gap closers.
• Confusing cry is probably stronger than cry of frustration.
• Counterspell and Counter blade should be automatic if you dont block an attack (my opinion, im sure some mesmers like them the way they are).
one more thing is to do something with staff #4 and this is it pretty much for me.
the meta just shifted ,roles got mixed up a bit.
the dmg was shifted to ele`s and necros.
and don`t worry as long as we have iol and portal there will always be a spot for us on a team and there is a point to bring a mesmer.
most tpvp mesmers play shadow spac now and bring more support then dmg.
i do agree our utilities pigeonholed too much take away iol and portal and really there will be no point for a mesmer.
also they take away any chance of a good and reliable condition clear.
this heavy condition meta we have now also isn`t helping mesmers to shine.
we still good 1v1 in homepoint and win most fights (not that you need2 anyway) but to have a necro there atm is better.
now as for the op what do you want to see buffed?
buff me!do it! isn`t very helpful.
You now have a change to get protection from even combo finisher versions of Chaos Armor. This is in no way a nerf at all as it has upped our collective protection time.
reliable transformed into rng =nerf as far as i concerned.
they could have made it for finishers only and leave out our staff skill but they didn`t.
rng lowers the skill cap and i don`t like it that`s it.
hi @ArmageddonAsh the op question was is condition build viable for pve the answer in short is no,full condition build isn`t viable for any proffession not only mesmers in pve.
players know it and anet knows it no point for this argument.
playable? yes it is,fun? sure why not,viable?nope!.
wanna know why? here have a read:
https://forum-en.gw2archive.eu/forum/game/gw2/Comfirmed-Nothing-being-done-re-conditions/first
just a weird change if it ain’t broke don’t fix it applies here.
imo reliable transformed into rng =nerf as far as i concerned.
for all i care even if they made it to have 33% to oneshot ppl i still would call it a nerf.
but i dont mind it much i can live with this.
and i`ll add its silly to have this long cd now they need to lower it,the skill as of now doesn’t deserve it.
In a coordinated party multiple necros could multiply the bleeding stacks on a boss a few times (without capping). The first one uses epidemic on the boss and the other necro(s) use it on the minion to multiply back to the boss. Without capping that’d be very, very awkward and ofc overpowered.
so…you wont run 5 necro`s?
this is what i had in mind op to say the least.
to let chain epidemics do direct dmg is crazy.
but after you said some tweaks here and there im more willing to accept your idea and only for intensity not for the duration stacking.
also keep in mind you can spike something like 30k with blood is power-x2 enfeebling blood if you invest in duration,just one example.
impact on game balance is something to keep in mind if you tweak this and tweak that.
the devs will not be ok with a solution that create a lot of balance problems.
may i ask if this was done tomorrow why will i want to play a direct dmg build when i can go condi and do good direct dmg and still enjoy my condition dmg?
why will i not run with 5 condi necro`s cof 1 and not 5 zerker warriors?Because it’ll still be a worse DPS than with zerk warriors/thieves.
nope it will be considerably higher.
The problem lays in crediting …
The general “replace 25s of bleeding into [deep wound]” has been suggested multiple times before. And the general three problems are:
- How do you get credited for inflicting bleed? Your bleed disappears, deep wound appears, but whose condition is it?
- What’s the damage of deep wound? Everyone has different condition damage, so which to choose? a fixed one ?
- What duration will the new condition have? Same as condition damage …
the debuff is untied to a player its tied to the target when the target have a condi cap the debuff starts on a fix 3 sec unaffected by players.
as for credit as long as a target have the debuff every condi attack you make will morph into 50% direct dmg after 3sec are over,this will base on the condi dmg you did in this time frame,and individuality for anyone that did condi dmg in the time frame.
i`ll just add that the dmg only after 3 sec and with 50% lower dmg is for balance and to stop condition build from being a direct dmg build in this situations.
its only to somewhat compensate the dmg that get lost.
I’d rather suggest that once you stacked up 25 bleeds, their damage will be applied instantly. Meaning … you applied a 10s bleed with 100 dmg/tick, someone filled the stack to 25 and your bleeding will be turned into instant 1000 damage instead of ticking. Same can be done with poison and burning. This will not only improve condition builds, but also be quite effective with stacking parties. It’d solve both problems when you manage to stack up to the limit.
may i ask if this was done tomorrow why will i want to play a direct dmg build when i can go condi and do good direct dmg and still enjoy my condition dmg?
why will i not run with 5 condi necro`s cof 1 and not 5 zerker warriors?
also if im on my engineer and iwill stack a 60sec burn on a mob then comes along a ele and puts a 4 sec burn will i do the 60sec burn dmg instantly?
see the problem.
Drake Phoenix.6158
i dont think to scale condition caps are a good way to go.
when one profession can stack 25 bleeds you need to make lets say a champion have x5 the cap not just double.
way? lets say i run with 5 thiefs in my party to run a dungeon all condi.
double cap…3 still lose out, back to the same problem,punish condi builds,punish grouping.
you make it x5 cap you have anet problem of server bandwidth.
reduce condi stacking for a single profession so it wont solo stack 25 bleeds you have a big impact on balance that who knows what new problems it will bring.
the problem with condi builds is that they get devalued the more ppl with this builds attacking a target unlike direct dmg builds.
also direct dmg builds add conditions to a target randomly which even more devalue condi builds dmg.
introduce a new debuff called wounded to help with the dmg surplus condi builds lose.
wounded:
dmg the target every 3sec when the target suffers from heavy condition.
heavy conditions:
intensity conditions: when the target have 25 stacks the wounded debuff will appear
duration conditions: when the target have more then 30sec stacked the wounded debuff will appear.
how will it work:
lets say 3 ppl (condition build) attack a target,bleed gets to 25 stacks burn gets to 30sec and poison to 60sec.
wounded appear on the target.
condition build 1 apply one bleed for 3 sec (over the 25 stacks) and 1 sec of burn(over the 30sec)
the burn and the bleed do overall dmg of 1k in 3 sec since the wounded was applied.
atm this 1k dps gets lost in this situations(burn for example will hold at the cost of dps if you have lower condition damage then the ppl that attack with you) but with wounded the target will take 50% of this 1k dmg after 3 sec and if you maintain wounded it will do calculated dmg every 3 sec for as long as you hold the debuff.
(the 50% is to make sure not every one go condition and devalue direct dmg builds this ofc can go up or down for balance).
also wounded will only calculate the dmg from the type of condition that triggered it,
for example if you have 10secs of poison and 40sec of burn on the target only the extra burn you add will be calculated to do dmg with wounded.
this will have virtually no impact on pvp where 25 stacks and over 30sec of a condition is rare and if it wont be cleansed fast you die anyway in this situation so wounded wont play a big role there.
and i dont think anyone care if a wvw npc will have it
.
ps: they can fix this problem way easier then my idea but they didn`t so far so…why not post it.
you can see what they say about it here:
https://forum-en.gw2archive.eu/forum/game/gw2/Comfirmed-Nothing-being-done-re-conditions
i would love to hear what ppl think.
this is how i feel the decision making to nerf chaos armor went down:
http://www.youtube.com/watch?v=wz-PtEJEaqY
unnecessary and uncalled for nerf