Cast-order priority would be bad. People would learn the pattern and stack boons to make sure the good ones are the last to be stripped.
Imo the order should be random – which makes it fair for everyone.
As far as solutions go, I don’t know about making conditions do direct damage if the cap has been hit. It’s the same issue with the idea of having stronger conditions overwrite weaker ones. While it’s an improvement – it’s still a damage reduction andpeople won’t be doing the same damage they can do solo.
If you have 5 direct damage builds – everyone will be doing 100% of the damage they can do when soloing (and probably more like 120% with group buffs). As a team, 5 direct damage builds are actually a lot stronger than 5 solo people. This makes grouping fun and beneficial!
If you have 5 condition builds (or even just 2!) – everyone will be doing significantly less than the damage they can do when soloing. Even losing the ‘two second bleed on hits’ due to the cap is a reduction in damage vs being solo. Being in a team actually reduces everyone’s effectiveness and is a pretty negative experience (with people thinking “gah I wish X other condi classes weren’t here”).
^ Wow that sums it up perfectly.
I really hope the devs/game designers read the above.
A quote from Jon Peters (Game Design Lead):
“Some big takeaways for the future. We want control builds and condition builds to have more of a place in high end PvE. We want all profession build diversity to continue to increase, which we will do through more trait and skill work. We want to continue to more clearly define the play styles of the professions. We want to make the combat in Guild Wars 2 better for every single person playing.”
- https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/page/35
How do you see this working out for the condi Necro in PvE?
I really can’t see how they could improve condition builds in PvE without doing something about the condition cap! This is a hint? Or have they found another way?
I get a real sense when playing Necro that we really have to work hard to achieve parity with other classes who can do the same by slowly rolling their face across the keyboard.
I would like it a lot more if it did zero damage, but was invincible (and never takes agro so there’s no invinci-tank).
At the moment it does less healing than healing signet, and it dies!
We can’t kill a warrior’s healing signet.
Awesome – thanks spoj I can’t wait for the patch!
^ a sword with Scythe animation would be a perfect cleaving candidate.
Hey CMstorm I’ve noticed you’ve been suggesting a lot of changes to the way skills work.
If you are keen on suggesting changes to be implemented, you would be 100000 times better off suggesting subtle changes to talents as Arenanet have said they want to shape the class through talent updates.
It should also be noted that from a development perspective, it’s a million times easier to tweak numbers on existing skills/talents than to design, develop and test entirely new skills with new animations etc.
I would love to see 1h Sword – using a sort of melee version of the staff attack animation.
i.e. we get our scythe but Arenanet don’t need to add scythe loot throughout the WHOLE game.
spoj – probably a silly question but where can we find your 20/25/0/0/25 guide after the patch hits? Here in the Necro forum?
I can’t see conditions working without doing something about the cap.
Whatever they do, it needs to get to a point where people with condition- builds have no concerns that their conditions won’t be overridden by other people’s ones (both from a dps perspective, and a “we can’t bring more than one conditions build” perspective).
f5 – get out of the giant obvious red circle.
Because:
1) This isn’t WoW
2) WoW is not an example of good balance by any remote stretch
Oh darn, that completely negates my suggestion of looking at other games for examples.
So anyway, Necros need some sort of support function other than for niche fights in a small number of dungeons/fractals. PvE fans get seriously burned if they want to participate in PvE.
How about Blood becomes a good support tree that helps heal the party when dps’ing (on crit etc)?
I don’t know what anyone is worried about with life siphon and hitting multiple enemies.
We have examples from other games – like wow.
Both shadow priests and warlocks had the ability to siphon life, and the consequence of tagging so many enemies always overshadowed the benefit.
Please please please review the condition cap.
Pretty much the whole Necro class is based around condition damage and we are massively kitten in PVE by the limit.
Right now Necros have to fight and beg like crazy to participate in dungeons due to the cap!
Some comments have suggested balance would be affected if the condition cap was raised, but right now Necros can be prevented from doing any damage at all by other classes applying incidental conditions with minuscule amounts of damage that knock our high-damage conditions off the target entirely!
Is it balanced that when Necros are solo they can do full damage, whereas in groups they can’t?
“Right now Necros have to fight and beg like crazy to participate in dungeons due to the cap!”
its not due to the cap, its because you conditionnecros dont know how to play your class in pve. get berserker gear and scholar runes. when you see your damage numbers for the first time you will understand.
even with higher condition cap a berserker necro would laugh about your condition damage.
just an example:
http://www.youtube.com/watch?v=1ckhmyUfC2Q&feature=youtu.be&t=2m29s+ if u think necro is built around conditions you are simply wrong.
You are proving my point. Conditionmancers can’t do any damage because of the cap (epic-damage conditions still do zero damage if they can’t go on the target) and Necro’s have to spec into power builds to join dungeons.
However, if you actually read and watch all the GW2 dev and design media, Necro’s are in theory SUPPOSED to be based around conditions.
They aren’t IN PRACTICE because noone can play them as designed due to the cap.
Elementalists are supposed to be the power direct damage casters, whereas Necro’s are supposed to be condition-based caster class. However, to do well in PvE, Necros have to pretend to be Ele’s.
Please please please review the condition cap.
Pretty much the whole Necro class is based around condition damage and we are massively kitten in PVE by the limit.
Right now Necros have to fight and beg like crazy to participate in dungeons due to the cap!
Some comments have suggested balance would be affected if the condition cap was raised, but right now Necros can be prevented from doing any damage at all by other classes applying incidental conditions with minuscule amounts of damage that knock our high-damage conditions off the target entirely!
Is it balanced that when Necros are solo they can do full damage, whereas in groups they can’t?