Edited by Heru, 16 August 2012 - 01:30 PM.
#61
Posted 16 August 2012 - 01:27 PM
#62
Posted 16 August 2012 - 01:44 PM
Ciocco, on 16 August 2012 - 01:11 PM, said:
A - for example - Warrior will and should not have a fair standing against each and every class or build.
BUT he/she will dominate other classes/builds just fine.
Just my opinion of course...
they want to put only pewpewpew skills on their bars, play Leeroy Jenkins' style, and then cry for nerfs if someone kills them with something like conditions or CC
Edited by sagasaint, 16 August 2012 - 01:44 PM.
#63
Posted 16 August 2012 - 06:32 PM
sagasaint, on 16 August 2012 - 01:44 PM, said:
they want to put only pewpewpew skills on their bars, play Leeroy Jenkins' style, and then cry for nerfs if someone kills them with something like conditions or CC
Have you not read one single thing in this thread? I was using a shout build, if you don't know what that is let me enlighten you. Shouts heal AND removes conditions. I also have a heal that removes conditions and a passive shout which activates from conditions and cleanses them. I was using the friggin Clerics amulet and jewel which are focused on +healing. 30 points in traits that increases HP and 30 p in toughness. It doesn't get tankier or defensive than that. Still I get killed by conditions! Now go back to playing your OP condition build and enjoy it while it lasts.
Edited by Sycthrex, 16 August 2012 - 08:17 PM.
Removed Insult
#64
Posted 16 August 2012 - 06:43 PM
Geirstadalv, on 16 August 2012 - 06:32 PM, said:
the problem you probably had isnt that conditions do too much damage, is that 2 proffs could stack insane amounts of bleeds back to back. That was mostly fixed with the ICD to earth rune.
or maybe no, because you offer zero videos, zero proofs that back up your claims, just like the rest of people that joined your bandwagon.
for all we know, maybe you were being targeted by 2 or more people. its at best your own pitiful personal experience with nothing to support it.
I play my conditions necro on every test and I can assure you it isnt exactly OP, unless by OP you understand killing someone in 20 seconds after using at least 10 skills...I know i've been hit for 80% of my lifebar by other proffs, in a split second, with a 2-skill combo.
The only chance I have to unload a crapton of conditions fast on a target is if first someone else is unloading them in me/my teammates, so I can bounce them to him.
a simple cleanse will do the trick, and then Im back to slowly building conds up while trying to not get instagibbed by the builds that can crit 10k-15k without sweating.
Imagine guardians had a build that could stack insane amounts of healing, back to back. If I were like you guys, I'd ask for a nerf to "healing" and then nerf everyone, instead of a nerf to the core part that makes that guardian build work the way it does, which obviously wasnt intended.
Edited by Sycthrex, 16 August 2012 - 08:21 PM.
Removed Insult
#66
Posted 16 August 2012 - 07:03 PM
sagasaint, on 16 August 2012 - 06:43 PM, said:
LoL like the bleed necro? Nice try, kid. I takes a lot of intelligence to keep that auto-attack going.
Besides I usually play a thief, this was an experiment to see how badly balanced condition damage was. It's even worse for the thief, they have even less condition removal and less health.
#67
Posted 16 August 2012 - 07:44 PM
Elemental Gearbolt, on 16 August 2012 - 03:06 AM, said:
Actually a condition engineer hits you with such an amount of damage, even after the bleed nerf. Its just split between pistol damage, pistol explosion damage and pistol bleed damage. The bleed, like all conditions, ignores your 2k thoughness. Combined thats over 2000 damage it just doesnt look like it.
#69
Posted 16 August 2012 - 08:43 PM
Thanks
#70
Posted 16 August 2012 - 08:59 PM
Geirstadalv, on 16 August 2012 - 07:03 PM, said:
there it is, a L2P issue. get better and maybe, just maybe, you wont post so many "nerf this" QQ posts
Edited by sagasaint, 16 August 2012 - 08:59 PM.
#71
Posted 16 August 2012 - 09:04 PM
Ponzio, on 16 August 2012 - 07:44 PM, said:
That said, a lot of a condition build damage output comes from those AA (with some exceptions). They are build like that and use other skills for utility mainly and/or a much smaller damage bonus than power builds.
#72
Posted 16 August 2012 - 09:11 PM
sagasaint, on 16 August 2012 - 08:59 PM, said:
there it is, a L2P issue. get better and maybe, just maybe, you wont post so many "nerf this" QQ posts
wow you don't even know your own class.. Don't be afraid, the nerf bat won't hit that hard.
#73
Posted 16 August 2012 - 09:12 PM
#74
Posted 16 August 2012 - 09:40 PM
Larsen, on 16 August 2012 - 09:12 PM, said:
You can dish out pretty much conditions as ele and warrior as well, you know
I agree though that cond removal shouldn't be an automatic win. However some builds are just a bit to strong at the moment and burns/bleeds you down very fast without any option to get away.
#75
Posted 16 August 2012 - 10:56 PM
#76
Posted 17 August 2012 - 01:17 AM
arexxis, on 16 August 2012 - 10:56 PM, said:
Conditions are pretty much rotational skill use many times, it usually doesnt depend on using your special attacks or big hits either, so its pretty hard to dodge it. The best counter for a condition user is dps really. Heal is too weak a stat, conditional removal varies greatly with class. I wouldnt say condition damage was OP, IF it wasnt so consistently applied. There isnt many ways to mitigate a condition focused guy. He is probably going to kill you within a certain amount of time no matter what you do, especially if you are a melee player, cant really use LOS and strafe that well at close range.
compared to trying to melee someone, or land the big hits with other classes, it is pretty simple.
dont really know how/if they can fix condition damage. I guess we shall see.
Edited by Phys, 17 August 2012 - 01:18 AM.
#77
Posted 17 August 2012 - 01:43 AM
If all classes could rely on themselves for condition removal, there wouldn't be balance as this is also a strength/weakness you can bring to your team/exploit on your enemies. Warriors in more traditional MMO games had to pair up with healers to be remotely successful in a group setting; Guild Wars 2 while takes away most of that in their design for Warrior, it's still a good idea to pair up with a more condition resilient class that can help ease the pressure for you. It'll be hard to do this for Hot-join sPvP, but more than possible to build around your strenth/weaknesses in tPvP.
#78
Posted 17 August 2012 - 06:24 AM
#79
Posted 17 August 2012 - 07:09 AM
If you look at an amulet like the Carrion Amulet or Rabid Amulet they are mostly offensive stats, only berserker's and rampager's (also a condition amulet) have more offensive stats.
I do think there is something wrong with conditions though. I think the burst condition builds are often too strong because condition removal is the only counter, and they are balanced against the same counter as longer duration conditions. If you apply a flurry of 2-5s bleeds it is much better than 10s bleeds because even when they are cleansed you lose a smaller percentage of their total damage. I'd rather see more long duration conditions that either stack up over multiple attacks, or have moderate cooldowns. I think on crit procs with short duration get out of hand too easily. Cooldowns are a good move, but I'd like to see longer durations and fewer stacks for most skills. Maybe sigil of earth could be 30% chance of a 10s bleed.
#80
Posted 17 August 2012 - 08:22 AM
There needs to be a middle ground where condition damage is still effective in wearing down an opponent, but you need to work to get them to that point and constantly monitor stacks / refresh / cover them with other debuffs etc.
Who benefits more from immobilize and stuns, power builds or condition builds? Same as condition builds not being affected that much by blind or chill effects, where power builds suffer more (if timed right of course).
If you have a decent health pool, and playing a power build, you should come out on top vs a condition build, since you can remove some conditions (every class can), and you can use it when they stacked to a high amount to get best use of it, while they can't always dodge or block your burst. Dunno to me it feels easier to predict the gameplay from a condition based build and finding the best times to remove the conditions, than a power build (BR Frenzy 100B telegraphing warriors do not apply!!!!).
#81
Posted 17 August 2012 - 08:53 AM
Anelyn, on 17 August 2012 - 08:22 AM, said:
I can build a super high toughness, vitality condition build without sacrificing much damage, I cant do that with a power build. From what ive seen and played theirs no best time to remove conditions, condition necros and engis for example constantly apply the same ammount of conditions, theirs no spike where it would be better to remove it. You can always dodge or avoid spike damage if its not a zerg or you fight against more players on the enemy side. Hundred blades is a good example, every decent player wont be caught in it in a 1v1. If you waste your bull's rush-frenzy-100blades you have to wait a long time til it all gets of cooldown.
#82
Posted 17 August 2012 - 08:59 AM
golden_radish, on 15 August 2012 - 11:18 PM, said:
#83
Posted 17 August 2012 - 09:06 AM
I have 0 problems vs cond builds with my thief.
#84
Posted 17 August 2012 - 09:16 AM
The changes being made at this point to all professions are neither buffs OR nerfs. They are the development efforts and balances being made on a game that's yet unreleased, a game that’s... still in development!
The professions/attributes you got used to playing and perhaps fell in love with are not the professions Anet developers intended to be in the final game.
In terms of skills specifically, the changes, or what I prefer to call updates, not only include skill rework, there’s also new skill visuals and sound FX. Smells still more like a construction site, than that new car smell we're all clambering for come that faithful release day.
Edited by Green, 17 August 2012 - 09:23 AM.
#85
Posted 17 August 2012 - 09:18 AM
nerf guardians' condition damages. looks like a kid got owned in spvp again.
(-why guardians?
-oh, isn't that the class should always get nerfed?)
and, yes it is just you but anet will nerf things anyways
Edited by iVoyager, 17 August 2012 - 09:19 AM.
#86
Posted 17 August 2012 - 09:58 AM
Ponzio, on 17 August 2012 - 08:53 AM, said:
I can't speak for other classes, but I can assure that as a Ranger I can and I will burst you without you having the option to dodge (hint hint, immobilize), so in order to prevent that damage you will have to use a big CD for damage reduction / invulnerability, and when I nuke you it will hurt as hell, and I can repeat this burst every 8s (and have an immobilize ready for it as well) - not counting the rest of the hits which will also hit and crit most of the time for good damage. Even if you go all toughness and stack condition damage, I have ways to remove conditions and heal myself, which makes you start all over in stacking conditions, while I just repeat my burst attack 8 seconds later and you're back to low hp after you used your heal.
Is easier to put someone on defensive and blow major CDs with a power / crit build if you know how to pull it off (ie: not telegraphing your burst or giving your opponent the chance to dodge it etc) than with a condition build. I have 24k hp with my power / crit build on ranger, so condition builds have to work for a while to wear me down.
#87
Posted 17 August 2012 - 11:45 AM
Sigils now have ICDs which has a severe affect on many bleed orientated builds. Furthermore, I think I noticed a change in the Malice formula or something to negatively impact damage. I was running a build with something like 1450 Malice, meaning that according to the formula bleeds should be ticking for well over 100. What I noticed was lots of 89s popping up. I might be wrong here though...
I believe the recent overpower in conditions was due to the Malice formula not being corrected for the changes to Might (and now Vulnerability).
#88
Posted 17 August 2012 - 11:48 AM
Anyone know about it?
(Some of them are in their pets but I mean skills that we equip)
Edited by Blixcoe, 17 August 2012 - 11:48 AM.
#89
Posted 17 August 2012 - 11:52 AM
Instead of direct damage its damage over time, but usually amounts to the same damage.
Edited by EvilFree, 17 August 2012 - 12:44 PM.
#90
Posted 17 August 2012 - 11:55 AM
Blixcoe, on 17 August 2012 - 11:48 AM, said:
Anyone know about it?
(Some of them are in their pets but I mean skills that we equip)
Signet of Renewal is pretty much what you are looking for here
Also tagged with one or more of these keywords: condition damage
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