#1
Posted 11 June 2012 - 09:03 AM
In a game with WoW-style effect stacking, where there's just one timer that gets refreshed every time the effect is re-applied, there must be a hard cap because otherwise the effect could just get stacked indefinitely high given enough time.
But the way that intensity-stacking effects work in GW2, they're self-limiting. Since each application of the effect has its own timer, for a given rate of application, an equilibrium will eventually be reached at which the stacks fall off at the same rate that they're being applied.
This is true no matter how many people are involved and no matter how fast they're applying an effect (here I'm talking about bleeding, although presumably the same argument goes for vulnerability and confusion). If you've got a zerg of 30 people, many of whom are applying bleeding, then in the absence of a hard cap, the equilibrium would be at a pretty high number of stacks—but equilibrium there would be.
And here's the key part: builds that aren't based on conditions have no scaling limit. 10 players with non-condition builds will deal roughly 10 times as much damage as one; 50 players with non-condition builds will deal roughly 50 times as much damage as one. The hard cap on the number of bleeding stacks makes it so that condition builds (primarily bleeding builds) do not "play well with others" in the same way; their contribution (not their relative contribution, which of course decreases, but their absolute contribution) to a DE decreases as the number of players increases, reaching zero before long. This seems to contradict the ANet design philosophy of making it so that players are always happy to see other players. In the current state, if I'm running a condition build and I see a DE, I might run to it, but then if I see several other players with condition builds already there, that'd make me sad because I wouldn't be able to contribute.
Some people might have a knee-jerk reaction of "it would be 'OP' to allow bleeding to stack indefinitely", but it wouldn't stack indefinitely, it would just stack to a degree corresponding to the number of players, which is exactly the same thing as allowing multiple non-condition-build players to simply attack the same mob simultaneously.
Condition builds already have the disadvantage that a cleanse can wipe out a huge amount of work. That seems fair, to counterbalance the advantage of ignoring armor. I wonder, though: are they intended to also have the disadvantage of not being able to contribute to DEs?
It couldn't be a client performance issue, because if I'm not mistaken, you only see damage numbers from your own conditions. It might be a server performance issue, though, given the way that bleeding works (i.e. as the number of stacks increases, instead of the size of each packet increasing, the interval between packets decreases), but it that's the only reason for the cap, it surely could be worked through, such as by consolidating stacks for the sake of computational convenience.
#2
Posted 11 June 2012 - 12:08 PM
I had been playing a conditionmancer quite a bit in the last BWE and there were several occassions where I'd come up to an event and figured I'd pop in and have a good time. Only to see the boss already at a steady 25 bleed stacks.
At that point I feel almost completely useless. I might as well try to find a stick on the ground to wack with, and i'd probably make me more valuable.
This is actually incredibly bad game design. And I feel that if it isn't changed in some way that the meta game that will develop will semi-force everyone into a non-condition reliant build. Because if your group reaches a certain "mass" then you will get 25 bleed stacks purely from passive effects like sigils or as a side effect from DD builds that also apply bleeds.
This means condition based builds will be limited almost exclusively to dungeons and competetive PvP. Now in many ways that might be considered the "end game" so in those regards it can be considered not having too much of an impact there; but frankly I'm just disappointed when I stumble upon an event, or participate in WvW and can already see from the group size my absolute contribution (it's good the OP made the distinction between relative and absolute) is quite low.
#3
Posted 11 June 2012 - 01:02 PM
By the way, if the beta forums are still up and if you or anyone else reading and agreeing with this can access them, maybe you could post something about this? I would but there's a problem with my account and I haven't been able to access the beta forums since the first day they went up in April.
Oh, by the way, I thought more about vulnerability and confusion and realized that a cap may be justified for them (short version: in the absence of a cap, the marginal increase in damage a DE boss takes due to the vulnerability mechanic would scale with the square of the number of players involved, and likewise for confusion; if anyone wants me to go into detail let me know), so I'd like to head off any digressions and say let's focus on bleeding.
#4
Posted 11 June 2012 - 01:34 PM
Let's see, not only your contribution should be rather difficult to determine if alredy exists a full stack of bleeding... but also how it should be when you construct your damage with other players .. how is measured and/or managed everyone condition damage or duration?
It comes to my mind a full crit thief or ranger, with sigil if earth vs a condition builded necro with tons of condition damage and additional duration..
Not talking about conditions can't crit..
The only way I can take this, it's that every one may have his own conditions stack (like many other games out there)
Edited by Morghana, 12 June 2012 - 10:00 AM.
#5
Posted 12 June 2012 - 01:46 AM
The wiki says that each stack of bleeding is treated separately for all purposes other than the UI and cleansing, so if someone with no extra Malice puts on 10 stacks of bleeding and someone with a full Malice build puts on 10 stacks, then there'll be 10 small ticks and 10 large ticks per second.
So if a couple of condition necros get a DE boss up to 25 stacks of high-power bleeding and then a crit thief/ranger with a Sigil of Earth comes along, well, the Sigil of Earth won't do anything, but that's not too bad.
But if a few crit thieves/rangers with Sigils of Earth first max out the bleeding cap with low-power bleeds, and then a condition necro comes along, not only will he not be able to do much (except for Feast of Corruption every 10 seconds, which is better than a bleed elementalist could do) . . . the presence of the low-power bleeds gumming up the works will actually be detrimental.
Blech.
#6
Posted 12 June 2012 - 06:32 AM
#7
Posted 12 June 2012 - 09:48 AM
On top of that, things like siege weapons and the sPvP treb. don't take condition damage. Its like they want to purposely gimp condition builds or something.
#8
Posted 12 June 2012 - 09:53 AM
#9
Posted 12 June 2012 - 10:16 AM
"LF1 more for hard mode AC - no conditionmancers, sword warriors, short bow rangers or earth ele's....."
The fact there needs to be a cap is unfortunate (i presume it's a server load thing) but to have it set at 25 feels so incredably low. I get that 100 bleed stack combined with epidemic is OP but they could just remove epidemic? (which I adore in pve but would rather loose it than be gimped to the point of just support/control and minimal effective additional dps in group fights)
#10
Posted 12 June 2012 - 10:28 AM
But I'm agree, the main problem here is pve, because in spvp with only a few persons on every fight, and all the condition removal skills rolling around.. I may see condition damage skills working better together.
But on a PVE, or larger groups pvp, perspective with the actual design in mind, the more condition focused builds you have in your team, the worse performance you achieve..
Edited by Morghana, 16 June 2012 - 02:28 AM.
#11
Posted 12 June 2012 - 01:02 PM
Can anyone think of a reason why they might have done this?
#12
Posted 12 June 2012 - 08:46 PM
Istaro, on 12 June 2012 - 01:02 PM, said:
To test how it worked and what the effects of gameplay were / player reaction was / before trying to use it on other conditions?
Geikamir, on 12 June 2012 - 09:48 AM, said:
Wood doesn't bleed!
#13
Posted 12 June 2012 - 11:23 PM
I would really love to hear an official stance on this. It gives one player the ability to gimp another player whose attacking the same target. One player should never be able to make another less effective. It's just bad design.
#14
Posted 12 June 2012 - 11:58 PM
I do think balance comes in to it as well. I can hardly see ArenaNet being thrilled with people stacking 60+ bleeds (potentially 6k+ armour ignoring DPS) in a few seconds, spreading them to the entire opposing party with Epidemic and then using AoE CC for a few second so the bleeds cannot be removed. Even relatively defensive people would fine themselves dead in a few seconds with 60 bleeds on their person.
Edited by Ivarr_Ironfist, 13 June 2012 - 12:02 AM.
#15
Posted 13 June 2012 - 01:19 AM
Ivarr_Ironfist, on 12 June 2012 - 11:58 PM, said:
If conditions do significantly more damage than direct damage, then that's a numerical imbalance that can and should be fixed by tweaking the numbers.
If it is not the case that conditions do significantly more damage than direct damage, then there's no difference between "people stacking 60+ bleeds in a few seconds" and "people doing the equivalent amount of damage in a few seconds via direct damage".
If AoE CC is the problem, there's no qualitative difference between 1) first stacking bleeds and then using AoE CC, and 2) first using AoE CC and then pounding them with direct damage. If there's a quantitative difference, that's a numerical imbalance that can and should be fixed by tweaking the numbers.
Right?
#16
Posted 13 June 2012 - 02:53 AM
Having more stacks means: bleed damage will buried in the dirt, though you'll see a significant increase in their duration to compensate.
#17
Posted 13 June 2012 - 03:17 AM
I see no way to fix that without lifting the caps for bosses with large numbers of attackers.
#18
Posted 13 June 2012 - 07:18 AM
There, problem fixed. For those conditions at least.
Edited by Ashkelon, 13 June 2012 - 07:18 AM.
#19
Posted 13 June 2012 - 07:23 AM
#20
Posted 13 June 2012 - 07:32 AM
#21
Posted 14 June 2012 - 02:36 AM
Ashkelon, on 13 June 2012 - 07:18 AM, said:
There, problem fixed. For those conditions at least.
Good idea for the hybrid duration/magnitude stacking! I might argue for 20 seconds, however. Even that doesn't fully address my concern, but probably would wind up working out reasonably OK from a balance perspective.
#22
Posted 14 June 2012 - 05:37 PM
It is very very difficult to balance how much mitigation should be granted by armor when it's unknown how much incoming damage is going to be mitigated. If there is no limit to the unresisted damage a team can deal, then the developers designing pve monsters has no idea how much armor to give the monster to make various team compositions kill the monster at similar speeds.
The result is simply this: players shouldn't be making pure bleed builds. Honestly, this is fine in the long run. Bleeds should be viewed no differently from other special effects in the game. They are suppliments to damage dealing abilities, just like other conditions as well as boons. You can't have everyone on your team focused on maintaining the Fury boon and have everyone fully contributing either, right? This is true with almost everything. You just don't want to have multiple players focused extremely heavily on one special effect.
There are two ways to deal with this as players: either specialize while avoiding others that specialize the same way or don't specialize so much.
#23
Posted 14 June 2012 - 06:41 PM
TDude, on 14 June 2012 - 05:37 PM, said:
It is very very difficult to balance how much mitigation should be granted by armor when it's unknown how much incoming damage is going to be mitigated. If there is no limit to the unresisted damage a team can deal, then the developers designing pve monsters has no idea how much armor to give the monster to make various team compositions kill the monster at similar speeds.
The result is simply this: players shouldn't be making pure bleed builds. Honestly, this is fine in the long run. Bleeds should be viewed no differently from other special effects in the game. They are suppliments to damage dealing abilities, just like other conditions as well as boons. You can't have everyone on your team focused on maintaining the Fury boon and have everyone fully contributing either, right? This is true with almost everything. You just don't want to have multiple players focused extremely heavily on one special effect.
There are two ways to deal with this as players: either specialize while avoiding others that specialize the same way or don't specialize so much.
Even for such an idea to be considered, the damage formula for bleeds would have to change significantly.
Malice/condition damage's effect on bleeds would have to be reduced by a lot to compensate for just an increase in the cap.
Duration and stacks applied from all sources of bleeding would need to be modified and re-balanced.
Sigil of earth could be knocked down to 20-30% chance for 8 seconds, ele, warrior, necro and ranger traits/skills would need to be cut up, ranger's bleeding pets neutered and, worst, it will take longer to stack for high damage.
You guys aren't considering the possible implications of these changes....
Might be doing yourselves more harm than good.
#24
Posted 14 June 2012 - 08:01 PM
blakdoxa, on 14 June 2012 - 06:41 PM, said:
Even for such an idea to be considered, the damage formula for bleeds would have to change significantly.
Malice/condition damage's effect on bleeds would have to be reduced by a lot to compensate for just an increase in the cap.
Duration and stacks applied from all sources of bleeding would need to be modified and re-balanced.
Sigil of earth could be knocked down to 20-30% chance for 8 seconds, ele, warrior, necro and ranger traits/skills would need to be cut up, ranger's bleeding pets neutered and, worst, it will take longer to stack for high damage.
You guys aren't considering the possible implications of these changes....
Might be doing yourselves more harm than good.
One reason I can understand to having a cap is because bleeds are not mitigated by armor or invulnerability. This might be fine for pve. For PvP though, not having a cap would be a complete disaster.
#25
Posted 14 June 2012 - 09:16 PM
Burning is the bigger problem. A scepter elementalist spending 1/2 his time in fire will waste burning even if the opponent NEVER removes conditions, and also be susceptible to a large fraction of DPS being removed by a single condition removal. Two elementalists attacking the same target are almost certainly affected, and that's even if they avoid large numbers of traits and skills such as the powerful Signet of Fire. A large fraction of all elementalist fire skills cause burning, and the mechanics for applying burning damage aren't well-matched to that.
#26
Posted 14 June 2012 - 09:35 PM
I absolutely see the point being made, I just feel that it requires a very specific situation. Basically, you need a ton of players and a ton of constant applications of conditions to a single target, bleed seems to be the main example, and there just aren't that many situations where you run into this.
In the example being used, the end boss of an Event Chain, sure there is a good chance there will be plenty of players and I agree you are likely to run into this situation. However that seems to be the only time this is an issue. All the other portions of the DE, there are plenty of targets so no excuse to have that many people focusing on a single target. In sPvP, you really don't have enough people to run into this situation, and if someone is bleeding that much, they aren't going to be alive long enough for it to matter. WvW... well you should be attacking other players (again should be plenty of targets), or using siege weapons. Your really only going to be using your character attacks to destroy enemy siege weapons when it doesn't matter, the fight is over, the enemy is fleeing, etc.
I think the system is fine the way it is.
Edited by Zrevyx, 14 June 2012 - 09:36 PM.
#27
Posted 14 June 2012 - 09:43 PM
Zrevyx, on 14 June 2012 - 09:35 PM, said:
If it isn't individual, that's going to make me feel really useless in boss battles during PvE. D:
#29
Posted 15 June 2012 - 12:02 AM
#30
Posted 15 June 2012 - 12:04 AM
Scarlet, on 14 June 2012 - 09:43 PM, said:
If it isn't individual, that's going to make me feel really useless in boss battles during PvE. D:
Also tagged with one or more of these keywords: bleeding, conditions
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