breno.5423 Posted October 11, 2018 Share Posted October 11, 2018 Maybe you dont notice, but weakness nerf zerkers (power based builds) DPS by at least 40%. **It should nerf condition damage as well, right?** Who never got raged with those "glancings"? (rofl) Link to comment Share on other sites More sharing options...
Spartacus.3192 Posted October 11, 2018 Share Posted October 11, 2018 Weakness is a very powerful condition. i agree Link to comment Share on other sites More sharing options...
viquing.8254 Posted October 11, 2018 Share Posted October 11, 2018 It should first not be applyied by passives auto-procs (worst probably came from ranger followed by thieves who anihilate bursts by doing literraly nothing, followed by mirages mirrors.). Link to comment Share on other sites More sharing options...
Eddbopkins.2630 Posted October 11, 2018 Share Posted October 11, 2018 I made a post about this months ago...got alot of attention but ultimately ignored by the devs...https://en-forum.guildwars2.com/discussion/21611/weakness/p1 Link to comment Share on other sites More sharing options...
breno.5423 Posted October 11, 2018 Author Share Posted October 11, 2018 Weakness could give a negative condition duration bonus. Example: -500 expertise. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted October 11, 2018 Share Posted October 11, 2018 weakness already does enough. if you don't like condis go for more condi removal / less stacks. Link to comment Share on other sites More sharing options...
ArthurDent.9538 Posted October 12, 2018 Share Posted October 12, 2018 The problem with weakness is its rng nature. The deciding factor between a normal hit and a glancing blow is basically a coin flip and when that makes the difference between a 10k eviscerate or a 2k eviscerate, whoever loses that coin flip is going to feel cheated. Change it to a stacking buff akin to vulnerability for -1% damage per stack going up to -25%. As for whether it should affect condition damage, there needs to be differences between the two damage types, and since most toughness amulets keep getting removed the armor ignoring factor for condi is kinda meh, so weakness ignoring wouldn't be a bad idea. Also reduced endurance gain can stay flat as long as there is 1 stack like reduced healing from poison or it could stack. Link to comment Share on other sites More sharing options...
Simonoly.4352 Posted October 12, 2018 Share Posted October 12, 2018 Seems a bit unnecessary when we have condition cleanses and resistance to completely mitigate the condition damage itself anyway. Weakness can be quite potent at times, but is still relatively rare and has short durations...mostly - they could probably do with shaving off 1-2 second in some cases where Weakness duration exceeds 3 seconds. Link to comment Share on other sites More sharing options...
Exedore.6320 Posted October 12, 2018 Share Posted October 12, 2018 > @"ArthurDent.9538" said: > The problem with weakness is its rng nature. The deciding factor between a normal hit and a glancing blow is basically a coin flip and when that makes the difference between a 10k eviscerate or a 2k eviscerate, whoever loses that coin flip is going to feel cheated. It can work fine as a singular condition without any RNG. For example, Reduce all damage by 20% and -50% to critical damage bonus (e.g. 200% -> 150% critical damage). Link to comment Share on other sites More sharing options...
breno.5423 Posted October 12, 2018 Author Share Posted October 12, 2018 > @"Simonoly.4352" said: > Weakness can be quite potent at times, but is still relatively rare and has short durations... Thats why i said "maybe you dont notice". Weakness usually has long durations and mostly builds apply it. Necromancers may apply 20+ seconds of weakness in a single burst for example. Pay more attention and you shall see. > @"Stand The Wall.6987" said: > weakness already does enough. if you don't like condis go for more condi removal / less stacks. Would be nice if we could spend our condition removals with these "debuffs", but we must hold them for the damaging conditions. Link to comment Share on other sites More sharing options...
Quadox.7834 Posted October 13, 2018 Share Posted October 13, 2018 Not everything needs to do everything. That just removes any intelligent gameplay. Problem with weakness is that is too strong, if you do the math. It just makes power damage completely useless over the duration. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted October 14, 2018 Share Posted October 14, 2018 > @"Quadox.7834" said: > Not everything needs to do everything. That just removes any intelligent gameplay. Problem with weakness is that is too strong, if you do the math. It just makes power damage completely useless over the duration. Theres also a lot of protection and regen floating around, protection reducing the damage even further while regen covers the noodle hits. The "weakness" thread has popped up a lot in the past so I wouldnt hold ya breathe Link to comment Share on other sites More sharing options...
Crinn.7864 Posted October 14, 2018 Share Posted October 14, 2018 > @"breno.5423" said: > Weakness usually has long durations and mostly builds apply it. Necromancers may apply 20+ seconds of weakness in a single burst for example. Nope The only sources of weakness you will see on a modern necro build are: 1) might corrupt 2) Weakening Shroud (Generally only seen on Curses Scourge) 3) "You are all weaklings!" shout (some Reaper builds only) All of those apply weakness durations of 6s or less. It is not possible for a necro to apply 20s+ of weakness at a time. Check your hyperbole. Link to comment Share on other sites More sharing options...
MikeL.8260 Posted October 14, 2018 Share Posted October 14, 2018 Why is everyone looking for a free pass against condi builds when all professions have several ways of cleansing them? Link to comment Share on other sites More sharing options...
JusticeRetroHunter.7684 Posted October 14, 2018 Share Posted October 14, 2018 > @"Crinn.7864" said: > > @"breno.5423" said: > > Weakness usually has long durations and mostly builds apply it. Necromancers may apply 20+ seconds of weakness in a single burst for example. > > Nope > The only sources of weakness you will see on a modern necro build are: > 1) might corrupt > 2) Weakening Shroud (Generally only seen on Curses Scourge) > 3) "You are all weaklings!" shout (some Reaper builds only) > > All of those apply weakness durations of 6s or less. It is not possible for a necro to apply 20s+ of weakness at a time. Check your hyperbole. On curses+scourge its possible to Perma weakness. We are in blood scourge meta now but before, this was mainly how it happened. Link to comment Share on other sites More sharing options...
breno.5423 Posted October 14, 2018 Author Share Posted October 14, 2018 > @"Crinn.7864" said: > > @"breno.5423" said: > > Weakness usually has long durations and mostly builds apply it. Necromancers may apply 20+ seconds of weakness in a single burst for example. > > Nope > The only sources of weakness you will see on a modern necro build are: > 1) might corrupt > 2) Weakening Shroud (Generally only seen on Curses Scourge) > 3) "You are all weaklings!" shout (some Reaper builds only) > > All of those apply weakness durations of 6s or less. It is not possible for a necro to apply 20s+ of weakness at a time. Check your hyperbole. Remember me to prove it later. Link to comment Share on other sites More sharing options...
Schwahrheit.4203 Posted October 14, 2018 Share Posted October 14, 2018 ANET legit hates active gameplay, I'm surprised they haven't nerfed this garbage tbh. The weakness change from back in the day was legit stupid. It should have just made endurance dodge charge slower, that's it. But nah, ANET hates active gameplay cause they're socialist garbage Link to comment Share on other sites More sharing options...
breno.5423 Posted October 20, 2018 Author Share Posted October 20, 2018 @"Ben Phongluangtham.1065" Any response? Link to comment Share on other sites More sharing options...
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