Showing Posts For juicewilliams.3964:
By reducing number of condis it would be easier to cleanse them, and that would free up potential skills and traits for more different builds. Plus, nobody expect this to happen simply by swapping every current damage condi into one new. Balance updates and skill changes are still required. You could for example increase base damage of that DOT effect to compensate for reduced number of condis.
Whoever I responded to suggested that all DoTs be merged into a single condi, so your statement about nobody expecting that to be the fix is just false since I was responding to someone with that idea.
Also I don’t think increasing base damage of DoTs is a good idea. Imo DoTs shouldn’t be used for burst damage, it’s in their name that they deal damage over time. Power builds should be the “burst damage” option. If you increase base damage of condis and people can burst people down with condis, then why run power since condis would provide good burst like power builds, but then their damage remains and ramps up over time? Arguably, some already feel like condi is too much burst damage, so increasing their base damage further might not be a good option.
Having 5 different condis that all have separate icons, separate stacks, separate duration, but still do same thing in the end is just a visual clutter that makes screen more busy. During the fight you have no time to study each of these anyway so they all meld into one generic “bad stuff on me”, which is what has been proposed.
The only thing that adds to visual clutter are the icons. Duration doesn’t add anything else visually that’s taking up space and the stacks is just a tiny number on the icon. So out of the three things you listed, only one of them adds to visual clutter.
I think it’s safe to assume, that the more information I have when I’m in a fight, the better decisions I can make during that fight. If I’m dueling someone and they apply a few condis on me but not many stacks of those condis, then that tells me they may be trying to bait out my cleanses so I can’t cleanse after their rotation and I’m stuck with a ton of stacks of multiple condis because I made a bad decision and got baited/outplayed. I wouldn’t be able to make those decisions if they didn’t display the different condis on me and I couldn’t find out at least how many stacks there are of each.
Also, even for casual gamers, it’s not difficult to look at your condis and be able to differentiate between the condis on you if you’ve been playing the game for a while.
GW2 is a lot simpler than other popular mmos out there, so maybe that’s why I think there isn’t an issue with this because it’s already very clean for me having played more complicated games with useless visual clutter.
1. Dmg increase.
2. Dmg mitigation
3. Regen.
4. Stability/CC immunity.
5. Retaliation. (if not changed)
6. Vigor. (if not changed)So even in worse case we go from 11 buffs to 6 buffs, in best case we go to 4.
debuffs goes down to 3 (soft/hard CC, Dots)
*So we go from 25 buff/debuffs to 7, which is a Far more reasonable amount to have in a game and expect people to easily and quickly get an overview of the battlefield(you could even colour their icons if you want different strength of them, which would still allow for easily and fast overview of what is on/off in the middle of battle.
and with so few effects you could even allow some of them to sit over the HP-bar of the player, making it incredibly fast to see who needs cleansing, who needs buffs etc.))
I think what you suggest for boons and conditions would cause a lot of experienced players to leave the game if implemented and this oversimplification would have a difficult time retaining new players.
Here’s why I think that:
First about your proposal for conditions – if the DoTs were clumped into a single condition, this would kill condi builds everywhere. If all DoTs were turned into one condition, cleansing that single DoT would be extremely easy since your proposed soft cc condition is the only condi you could use to try and cover your DoT (I’m assuming your proposed hard cc condi would prevent skill activation so they wouldn’t be able to cleanse while hard cc’d). Since most condi cleanses in the game remove at least two condis, they would need to change all cleanses in the game so most of them remove only one so your DoT isn’t completely useless so that using soft cc condi as a cover would actually work. Power builds would be the only viable solution since there would literally be only 1 condi damage threat.
About your proposed solution for boons – This would be SUCH an oversimplification. You’re right that technically aegis, protection, resistance and vigor have some sort of effect on “damage mitigation” but they do so in completely different ways that you can’t actually group them together like that. Comparing any two of these boons would show that they can’t just be classified as “damage mitigation.” Aegis blocks the next single attack negating it to zero and then is gone. Protection lasts for a set amount of time and reduces direct damage by 33% (has no effect on condi damage at all). These boons serve completely different purposes. If I’m dueling someone and they give themselves aegis, I’ll make sure to waste aegis with a single AA and then use my abilities afterwards. If instead I see them proc protection, I can’t waste protection on a single AA and then continue my rotation. Let’s look at resistance – it’s arguably the complete opposite of protection. It negates all condi damage while having no effect on direct damage. But it’s not just a damage mitigator, it negates any negative effects from condis, so if I’m chilled but give myself resistance, my skill recharge rate will be normal (so resistance is much more than a damage mitigation tool). And then vigor is also completely different than the other three. Technically they all serve the same purpose in the end, but they do so in very different ways. It’s like the difference between modes of transport. An airplane, train, car and a bike all serve the same end goal (getting someone to a new location) but they do so in completely different ways so they aren’t the same thing.
Same thing can be said for the damage modifiers that you brought up. Power and fury technically just increase your damage, but they do it in completely different ways. It’s not unheard of for an rpg (not just an mmorpg but rpgs in general) to have a buff for direct damage, a separate one for crit chance, another one for crit damage, etc. If we did clump the damage modifiers together, how would they even increase your damage? You would need to expand on how the damage is increased before your damage increasing boon can do anything.
I just think that simplifying boons/conditions in this way would greatly decrease build diversity across the board and people already complain about build diversity as it is. This would cause experienced players to quit and new players may have an easier time learning the game, but they’ll get bored and won’t stay around.
So here we come to the obvious solution (imho);
Remove ALL the clutter. Exactly as you suggest, take all the Dot skills and put them into 1, just call it “DOT” and in the describtion you can do all the (this is a fire, this is poisen, this is magic darkpower energy of doomgated terror, Mwuhahaha), and keep the skill effects so it looks cool.I don’t see devs ever removing conditions or buffs. With HoT they added 6 more, none of which were asked for or have any real effect in the game:
- quickness
- resistance
- slow
- taunt
- alacrity
- superspeedI mean if you were to remove all of them tomorrow, nobody would not even notice. Other then having less colorful icons on screen.
Not sure how many more will appear with PoF. There will be Barrier mechanics, another way to increase HP pool and make battles longer (as far I understand from only watching it in the videos).
-_-
Wat?
They have affected the game. Having Quickness up, or putting a slow on someone or putting Alacrity on allies or briefly taunting an enemy or a player, or throwing up Resistance when afflicted with heavy conditions, proccing superspeed…these all have a pretty drastic effect in the middle of a fight. What in the nine hells are some of you guys talking about? How much of this game have those complaining about the complexity and the “uselessness” of some boons/debuffs even played? I’m actually genuinely curious, not to be an kitten but to just get an assessment of your play experience.
I agree with KryTiKaL and I’m curious to know what FogLeg does in the game to think that those 6 buffs have no effect in the game . . . they’ve had huge impacts in the game and I think most people would notice immediately if they were taken out (especially quickness, resistance and alacrity imo). I’ll gladly give examples of how these buffs have influenced the current state of the game if asked.
Been looking to start doing dungeons but I don’t like doing things in pugs, I need a home!
#HoTsofa