![]() Since they in theory can adjust numbers between modes I hoped that boon/condi duration/stacks was one of those numbers. ![]() But figured that would be too much resources put into WvW (and affect the rest of the game). Honestly I'd want to go in this direction myself, non-stacking for all boons/condi, change their effects slightly so for ex Might gives an X% damage bonus, and Vulnerability the opposite etc. We dont even know how the playing field would look without celestial anymore. With core specs back in 2013 or something one could say well just limit the damage/stacks once again because they will be condi OR power and thus "easy" to balance only the condi aspect against power, but all the elites have everything all at once and the existance of celestial effectivly destroys any resemblance of balance. You have 3s of protection on you and someone pops 5s of AoE protection? You still have 3s of protection on you.Ĭondition spam is more complicated due to the way Anet has decided to balance elites over the years. You have 10s of 5 might stacks on you and someone pop AoE with 7s of 3 might stacks? You still have 10s of 5 might stacks on you. Or you could do something with actual impact across the board.īoons are non-stackable. Just thought I would throw the idea out there to see if it's a direction players would be interested in for boon spam reduction.Ĭurious about changing boon/condi max limits for WvW? Say Might/Stability is max 25 stacks, what if they cut them down to 10 for wvw? And the rest stack duration up to 30 secs, so how about 10-15 ? Not sure about condis, lost count of how high you could stack those. Of course none of this will happen, as it's too much work for anet to bother looking into it, and they don't want to reduce boon spam anyways. The more basic idea is just take make all skills/traits apply single boon or condition. With traits we could go an extra step and make them only apply to the caster, not to allies as well, which kinda resolves the tempest overload boon spam to others. ![]() Or we could make it only 1 damaging condition type can be applied per weapon, but other non damaging conditions can be applied (so mace 3 weakness would stay). The other option for this is if we make weapons only apply a single type of condition from their skills, as the mace 2 can apply burning(which we could change to torment only to go along with the auto attack). But let's say your auto attack added two conditions like say rev mace adds torment and poison(3rd hit), then we would nerf this down to just apply torment(since the first two autos are already torment), and the trait Expose defenses for vulnerability, and sigil for poison, it would be separate applications. In the condition example you listed it would apply all 3 of those conditions because it's from 3 different sources. If I get this straight, if I did an auto attack that adds say Bleed, and have a trait that also adds Vulnerability, and a sigil that also gives me a chance to add poison, it would only give me 1 of those? (Which?/Piriority system?)
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