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This is how you balance and fix conditions.


Apolo.5942

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1- No more intensity stacking from a **SINGLE **source.

 

2- All conditions are duration stacking from a SINGLE source and intensity from **MULTIPLE **sources.

 

3- **MULTIPLE **players can add the same condition on the same target, but 1 stack each.

 

4- Re balance condition application.

 

5- Re balance condition duration.

 

6- Re balance expected condition damage.

 

Presto, you have a linear model for condition damage and application. Which incidentally is what they were always supposed to be.

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It's just condition application has gotten out of control and self condi removal remained the same. Forced to play with support cleanse bot like tempest or FB. They added condi to everything, like auto attack on weapon sets. They need to cut back on the condi application and it would not be that bad.

 

Condi was fine in vanilla, plenty of cleanses to counter the condi application back then.

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> @"Lucifer.7289" said:

> It's just condition application has gotten out of control and self condi removal remained the same. Forced to play with support cleanse bot like tempest or FB. They added condi to everything, like auto attack on weapon sets. They need to cut back on the condi application and it would not be that bad.

>

> Condi was fine in vanilla, plenty of cleanses to counter the condi application back then.

 

Back in vanilla, the only condition that stacked on intensity was bleed and it did much lower damage.

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> @"Apolo.5942" said:

> 1- No more intensity stacking from a **SINGLE **source.

>

> 2- All conditions are duration stacking from a SINGLE source and intensity from **MULTIPLE **sources.

>

> 3- **MULTIPLE **players can add the same condition on the same target, but 1 stack each.

>

> 4- Re balance condition application.

>

> 5- Re balance condition duration.

>

> 6- Re balance expected condition damage.

>

> Presto, you have a linear model for condition damage and application. Which incidentally is what they were always supposed to be.

 

This would destroy conditions. A single condition build would now be useless, as it would never be able to keep more than a single stack of any damaging condition on you at a time.

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> @"OriOri.8724" said:

> > @"Apolo.5942" said:

> > 1- No more intensity stacking from a **SINGLE **source.

> >

> > 2- All conditions are duration stacking from a SINGLE source and intensity from **MULTIPLE **sources.

> >

> > 3- **MULTIPLE **players can add the same condition on the same target, but 1 stack each.

> >

> > 4- Re balance condition application.

> >

> > 5- Re balance condition duration.

> >

> > 6- Re balance expected condition damage.

> >

> > Presto, you have a linear model for condition damage and application. Which incidentally is what they were always supposed to be.

>

> This would destroy conditions. A single condition build would now be useless, as it would never be able to keep more than a single stack of any damaging condition on you at a time.

 

How so? Bleed now does a flat 400 damage with X condi damage (just to say a number), sword warrior 1 applies 2 seconds bleed, or what ever is considered enough for there to be play and counter play.

Single condition builds useless, then give more conditions? its not like that is the equivalent to sending a rocket to the moon.

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