Jump to content
  • Sign Up

saerni.2584

Members
  • Posts

    1,731
  • Joined

  • Last visited

Posts posted by saerni.2584

  1. > @Odokuro.5049 said:

    > You want to know my opinions on how condition damage should be changed?

    > 1. Make vitality a counter stat to condition damage received (Like toughness is vs. power.)

    > 2. Lower base condition damage and make it so conditions can not critically hit w/o proper investment into precision.

    > 3. Make LoS a thing, meaning, if you can't see them(stealth doesn't apply) and they're a fair distance away, conditions lose their potency/duration.

    > 4. Remove stat combinations like Dire/Trailblazers from the game entirely, or tone down the amount of toughness/vitality they give.

    >

    > Just a few ideas.

     

    1. Then remove cleanse.

    2. See 1

    3. No. LoS already effects most of the skills which apply conditions. You don't stop bleeding by hiding behind a wall.

    4. First, this is the pvp forum. Those stat combinations don't exist here to reduce bunkering and emphasize faster kills. Second, I don't think condition builds should be easier to kill than power builds.

  2. Builds need to be balanced. Conditions aren't separate from builds.

     

    If a Death's Judgment hits me for 45k I'm not going to say "balance power damage." I'm going to complain about DJ.

     

    Issue is that the skills which cause condition damage don't get named in your combat log with the condition damage. So you can't really tell what is hurting you most.

  3. Ah, you are correct only the 2 skills pierce. For some reason thought that was more prevalent.

     

    But I will say the triple shot skill with quickness was very fast and effective. With 1500 range that skill might be better than DJ in practical application.

  4. I'd be ok with this if the capture circles changed locations. Like, if periodically there was a single capture point on the map at different locations (randomized) that could be captured for extra points.

     

    Keeps the unique feel of the map without things like beasts/bell/stillness that can shift a game massively.

     

    Like, the other day my team triple capped Temple. Then got triple stillness. It was close and we were behind. Then 30 seconds later we were like 200 points ahead.

     

    I like map mechanics but I do like being on maps with lower impact ones more.

  5. Condition builds generally aren't bunkers. And those that do have survivability don't really rely on the stat amulet to get there. (Evade, block and stealth are how most "bunkers" can avoid taking damage.

     

    I don't think making a new statistic improves the game. I also think you are mistaken in your claim that under your system Maurader will do no condition damage. It already doesn't really do that much damage (much like power damage on a condition build).

     

    I think you didn't do enough to establish what the problem you were trying to solve was. I'm still confused what the exact problem you think we need to solve is.

  6. I've seen people who down vote, not because they dislike the poster, but rather because they don't like what the poster is posting about.

     

    For example, "you can't edit your posts as a recruit longer than 15 minutes" gets down voted because the person doesn't like the system.

     

    And of course people also down vote when someone just disagrees with them. Personally, if I disagree with you in a post I shouldn't have the right to vote your post down as well. I've already said my piece and that should stand for itself.

  7. They've kept it vague...but there seems to be a time component as well as being a contributing member.

     

    So everyone will stay a recruit until after the initial timer expires. There may be timers on higher ranks as well. Hopefully, the first rank up is no more than a week or two. A month would seem excessive just to have a forum signature and better editing privileges.

  8. From what I've been able to gather there is a time AND helpful/up vote component to the ranks.

     

    There are certainly people who have been up voted nearly 100 times and have helpful ranks of 25+ who are still recruits. This seems low if merely getting more likes is sufficient.

     

    I suspect there is, for example, a 10 day timer for the first rank up. I also suspect the badges are related to the rank ups.

     

    According to the badges post the badges come at 5, 25, 50, etc. Reaching the hidden minimum time and 25 is, hopefully, enough for the first rank up. Especially given that so much functionality in terms of editing and having a signature are locked behind higher ranks.

  9. There are things people overlook a lot for rifle.

     

    Most of the shots pierce. The stealth attack is unblockable. The extra damage from the traits adds up.

     

    Quickness is huge for rifle DPS and using kneel skills makes the projectiles stupid fast.

     

    I'd not use zerker for rifle thief. Traited, the rifle skills get +20% critical chance. No need to use precision as much.

  10. In light of the new forums I think it's appropriate to make a new thread on this perennial topic. I chose the PvP subforum because it is often where the greatest number of complaints/concerns/questions are posted because sPvP requires relatively little game time to jump into and is usually a player's first exposure to player vs player in GW2.

     

    Conditions are an alternative form of damage (compared to power based damage) which relies primarily on the condition damage and expertise statistics. Condition damage improves the overall damage at a given moment and expertise adds duration. Duration, however, means more stacks of conditions can build up at once and this results in higher numbers as well.

     

    Conditions are applied through various weapon skills, specialization traits and utilities. These application abilities can be dodged, blocked and in some cases reflected or avoided through line of sight. Invulnerability also functions to prevent condition application but does not prevent damage from already applied conditions. Understanding how a condition is applied is the first step, generally, in being able to avoid being hit in the future.

     

    Once applied, conditions apply a base damage value and additional (conditional) damage in the case of torment and confusion. Torment applies double damage while moving. Confusion applies significantly higher damage per skill activation. Poison will additionally reduce healing by 33%. Understanding how conditions function is the first step to deciding when you should cleanse and when you should wait to cleanse.

     

    Cleanse is a mitigation mechanic designed to reduce, but not eliminate, condition damage. In a sense, cleanse is like toughness is for power damage—cleanse unique to conditions and toughness unique for power damage. Not all cleanse is created equal. There are targeted cleanses (which remove specific conditions) and generic cleanses (which remove any condition you have on you. Both will remove the conditions they target in a last in-first out system. Targeted cleanses can be used to full intended effect at any time. Generic cleanses, however, can only be used to full intended effect when the number of conditions removed by the cleanse is at least equal to the number you want to remove. This is what a "cover" condition is designed to prevent by making generic cleanses target unimportant conditions over the ones doing significant damage. Knowing when to time your cleanses, targeted and generic, is crucial to surviving against condition builds.

     

    Next, boons also work to reduce condition damage. Resistance is a short lived 100% immunity to all condition effects. This is comparable to the protection boon, which significantly reduces power damage for comparatively longer than resistance provides immunity. Because resistance is short lived, and can be corrupted, it is crucial to learn how to time it for maximum effect with minimal risk. Immunity isn't forever.

     

    Turning to a common complaint, conditions will feel like they kill very quickly. This is, most likely, intended by Anet. The move away from bunker builds and towards a burst meta has been well documented. Both power and condition builds have gotten better at killing quickly and most classes have fewer survival options than in the past. That said, part of the reason conditions burst as hard as they do is because cleanse is more variable than toughness as a statistic. Cleanse can, in the right situations reduce condition damage taken to a fraction of its potential. For this reason, conditions need to deal their damage between cleanses to remain effective—and Anet wants conditions to be effective in pvp/WvW (and yes PvE).

     

    I hope this provides some insight into the state of the game with conditions on the eve of PoF, for veterans and new/returning players alike.

×
×
  • Create New...