Showing Posts For kitmehsu.5738:
No one forcing anyone to do anything. All we are saying is that is that their should be a change to prevent diminishing returns from multiple condition damage builds in PVE, especially in a game so fundamentally cooperative as GW2.
Damage over time should do better than burst damage when dealing with larger health targets since the average DPS is more important than front loading in this situation, while low health targets should favor Burst since the front loading damage allows for quicker kills, even if their DPS is the same. But as it is right now, Burst is universally favored as the main source of DoT, conditions, has a hard limit when dealing with multiple sources, which is almost always the case as when you find something with a large enough health that would hypothetically make attrition damage more valuable is in a group activity.
I also don’t think Condition should out do a Zerker in pure DPS since that is geared for pure damage, but I do feel that a Dire[CD+T/V] should be able to out damage a Solider [P+T/V] regardless of group composition as Condition’s lack the front loading and required set-up time does require some sort of compensation.
Also, thank you Meryn for the general vote of confidence in the direction of my sugestion.
If the cap is indeed more of a technical issue, would a compromise be that instead of overwriting/dropping/ignoring condi over the stack, they it makes whatever would go away instead burst, maybe not as effective as it would be had it run it’s full duration, but at least a bone for the player.
I run mainly a Settler-gear staff mesmer in PvE, but since the last update i’ve been pulling out my scepter for any champs/World bosses since torment isn’t as common so less of my damage is lost due to stack capping, so i think something does need to be tweaked at least at that scale so that any condition focused build doesn’t lose out on damage while pure power builds don’t at that level of scaling.