So, I thought about the following after the changes to conditions shortly after the July Patch, but since I’m just a single player what does it matter what I think right? So, I didn’t post it back then.
Quick reminder: before the change Burning and Poison didn’t stack in intensity, but duration. And Bleeding, Confusion and Torment were capped at 25 stacks per target! That made multiple condition builds that applied e.g. bleeds pretty much useless since one player alone could usually apply 15 to 25 stacks of bleeds.
I’m not entirely sure how burning and poison damage from multiple sources was calculated back then, but that doesn’t matter anymore, right?
Today Burning and Poison stack in intensity, on a per character basis and the limit for conditions that stack in intensity is high enough that it is very unlikely that a zerg in an open world situation will reach it.
That’s all great and stuff, it made condition builds viable to some extend. Some really shine, others not so much.
Why is that? Because it’s kitten (I really wrote kitten) hard to balance conditions as they are right now. We have insane burning damage. Builds that can apply and maintain a ‘healthy’ amount of burning stacks are usually the ones that are considered good. Builds that don’t fall a little short or at least feel less powerful. I’m sure ArenaNet has some fancy charts and know how wrong I really am.
Back when they mentioned that they work on ways to remove the condition cap I imagined that every player could apply a stack of burning and/or poison and everyone has to stack its duration for themselves, but I was wrong and I’m glad. To some extent.
That it just stacks in intensity made some PvE encounter (Half-Baked Komalie anyone?) really hard and opened up some lame burn-burst PvP builds that can kill in seconds if you can’t hit your condi cleanse fast enough or burning is buried beneath other conditions.
So, to ‘fix’ that I would make Burning, Poison and maybe even Confusion stack in duration again. Yes I just wrote that, but wait, hold your stones for now and read on. With that change I would add some stacking mechanic to it. Let’s take burning as an example here:
Imagine some evil Asura Engineer sets your sleeve on fire, for science of course. It hurts bad, but it’s just your arm, right? You have a single stack of burning on you now.
The Asura is still feeding the flames, 5 seconds later your chest is partially on fire as well and it hurts more, you have two stacks of burning on you now.
Another 5 seconds later you’re completely engulfed in flames and you totally regret that you tried to earn money as a guinea pig for Asura experiments, but since dungeons aren’t worth it anymore, you have to earn your bread and butter somehow, right? You now have three stacks of burning on you. From now on it can not burn any stronger, but the Asura is still feeding the flames (still stacking duration).
Luckily someone rogue ALS Ice-Bucket challenged you and dumped a large bucket of ice cold water over your head. All flames extinguished. The Asura Engineer now has to start all over again. (Hint: Don’t let him do it!)
A bit more clearly (hopefully): Burning stacks in duration and after a certain duration the intensity increases and another stack is applied until a certain intensity is reached. That is per player that applies the condition! That way high damage conditions have some ramp up time and it’s not possible to burst something beyond expectations. It also makes it much easier to argue the real amount of condition damage a player can do against a single target cough Gorseval cough Berserker cough… Uah, Sorry for that silent cough … phew, much better.
If someone or something cleanses the condition and you apply it again you start from a single stack again and have to face that ramp up time again.
Same thing for poison, but why? Because we just assume this universal Tyria Poison doesn’t kill instantly, but makes you sick. You can feel it’s effect after a certain duration and it just gets worse until it reached it’s maximum intensity. Healing reduction should still be 33% right at the beginning, because PvP and stuff.
Same thing for deathly chill, but why? I heard freezing and burning feel similar, haven’t tried it myself I trust my source (Internet probably). Oh and more importantly, when you go outside on a cold winter morning you’re not instantly cold, right?
Same thing for confusion, but why? Well in this case it’s pretty much just for convenience, maybe?. It’s hard to keep up high amounts of confusion (I think?) and confusion is one of the weaker conditions in PvE already.
Heck, I’d even go so far and say make all damage conditions except bleeds (because lots of small wounds that bleed and uh… close/heal/stuff… can’t think of the proper term) work that way. Classes that don’t apply a wide range of conditions can get some tweaks to condition related traits similar to the Thief’s Deadly Arts Grandmaster “Potent Poison” that increases poison damage by 33% for their primary condition.
So e.g. for Mesmers: Rename Illusions Minor Grandmaster “Master of Misdirection” just for fun to “Master of Confuccus” (Asura that emerged a long time ago in Cantha and said weird stuff, typical Asura actually!) – “Confusion you inflict last longer. Your Confusion deals more damage. Reduces recharge of shatter skills.” Done.
I intentionally left out numbers whenever possible, because that would be subject to soooo much testing and fiddling with numbers. But I feel like conditions with higher ramp up times need to have a higher base damage for each stack.
TL;DR:
Seriously, why not? sadface
Make high damage conditions stack in duration and after a certain amount add another stack to increase intensity. Reduces burst potential of some builds but gives condition builds reliable sustained damage, if not cleansed. That makes it easier to balance condition builds overall and make more of them viable. It also makes it easier to predict damage output of condition damage builds on a single enemy. Balance! wakes up Huh?
Alright, thanks for reading my little wall of text, have a wonderful happy local time and remember we don’t make mistakes we just have happy little accidents!
