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A discussion about condition damage and cleansing: Why is it always broken?


Vagrant.7206

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What you say is literally golden.

I'd apply the same treatment to everything on every single class.

  • focus on a small number of condis per class
  • cut the cleanse Access
  • take away damage from most CC Skills (you should either do damage or CC, not all at once)
  • cut the Stunbreak Access

Basically, simplify combat effects and unpack the overloaded skills.You're making some great suggestions here that as I said - are universal to everything on game at this moment. If ANet decided to do ig this way, the whole game experience would be a lot better.

I just hope this suggestion makes it to the Patch this year.

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@Vagrant.7206 said:

@"Airdive.2613" said:You are trying to compare condition damage with power damage while they're meant to be fundamentally different.

Except they operate in a fundamentally identical manner. The only difference is that condi damage ticks regularly over time, while power damage can be irregular.

This is actually not true. Ranger's warhorn 4 operates as "ticks over time", and it's power damage. That is not a defining quality.At the very minimum, condition damage:

  • ignores armor;
  • is cleansed by condition cleanse;
  • cannot critically hit (no one really cares about this one, though).

Thus conditions can be used as a means of burst (because they inherently ignore armor) and can be completely cleansed (providing an element of counterplay). Condition damage is not power damage, so you have to build accordingly.Specifically point 3 of the OP proposes even more of an arms race; it would allow for "this new torch skill applies 8 stacks of burning with a single hit" folllowed by "oh, but with this new healing skill you can cleanse 7 stacks of burning, so it's all right". Point 5 is a miss, too, since, well, if conditions weren't designed to be able to burst players, they wouldn't be programmed to ignore armor in the first place.

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@"Airdive.2613" said:Specifically point 3 of the OP proposes even more of an arms race; it would allow for "this new torch skill applies 8 stacks of burning with a single hit" folllowed by "oh, but with this new healing skill you can cleanse 7 stacks of burning, so it's all right". Point 5 is a miss, too, since, well, if conditions weren't designed to be able to burst players, they wouldn't be programmed to ignore armor in the first place.

Point 3 by itself is only an arms race if you ignore the other points. The whole idea is that condi application/reapplication rates need to be dropped down to equivalent with core levels, but cleanses also need to be reduced in a corresponding manner, otherwise condi will not hold any value. By doing this, you bring condis into line with the idea of "victory through attrition."

Ignoring armor is compensation for the fact that condis can't crit. I'm not sure why that means you think they're intended for bursts -- because crits are way better for bursts, constant chip damage is not.

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