Comfirmed- Nothing being done re: conditions

#1 - Feb. 24, 2013, 2:26 a.m.
Blizzard Post

There’s a cap on condition stacks of 25. In a scenario where you have two thieves attacking a boss and one of them can achieve a stack of 25 by themselves, the other one essentially becomes useless because they’ve got nothing to stack on. Is anything being done to address that to make them less redundant?

Colin: Currently no. Interesting statistic for you: every condition in the game costs server bandwidth. ‘Cause we have to track how often the condition is running, what the duration of that condition is and what the stack is. So the more stacks we allow them more expensive it gets because we’re tracking every additional stack on there. And so we could, say, you can have infinite stacks. Number one: that becomes really unbalanced. But number two: it’s actually extremely expensive for us, on a performance basis. That’s one of those weird, kind of back-end server issues that can help make game designer decisions regardless of what you want to do with it.

One of the things people have been talking about is having their own individual stack limit that they can apply, rather than an infinite amount on one boss.

Colin: Yes, it’s tough. It’s certainly something we can look at, it does drastically change the way that the professions play, right? It does say “you can no longer stack all of one type of condition”. It might change the skills on each profession if we were to do that. It would encourage a little more group play to some extent. It’s not something we’re really talking about, but it’s an interesting idea. I’d have to think a lot about what the effects of that would be overall, but it’s an interesting… interesting idea.

So we can derive at least 2 things from this:

*Colin himself doesn’t actually understand his own game and doesn’t realize that 5 condition builds in a party without a condition cap would be outputting equivalent damage as 5 direct damage builds because on an individual level they are equal

*He seems to think it’s perfectly okay to leave it as terrible as it is because fixing it would make hosting more expensive. I.E., it’s okay to leave things completely unbalanced.

#169 - Feb. 25, 2013, 8:15 a.m.
Blizzard Post

Actually this is not true and is something we are actively looking at. We have a number of solutions that we are talking about and when we are able to figure out which one will have the least impact on balance, performance, and testing we will put that solution in place as soon as possible.

Jon

#174 - Feb. 25, 2013, 8:22 a.m.
Blizzard Post

It is true that letting each player have a stack is unlikely to be the solution, however we do intend to solve this problem.

#205 - Feb. 25, 2013, 10:02 a.m.
Blizzard Post

I’d be happy if you’d let some of my conditions work on Objects, like Burning for Example….I can understand bleed/poisoning..but if hitting something wooden, I’d think my Burn would do damage.

This is a second problem as well that we are also addressing. Thanks for bringing it up here.

#322 - Feb. 25, 2013, 3:38 p.m.
Blizzard Post

Yeah that one is my fault, I’m out of the office doing a tour meeting with press and fans across Europe to discuss the game. While gone, this was something a team started designing a solution for, no one told me that while in Europe, so I said only what I knew at the time. The joys of no one being awake at the same hours.

Sorry about the confusing information, I had this on my list to bring up after the trip, but the good news is it’s already being covered and all of this could have easily been avoided with that answer. In the future, I’ll try and avoid trips this long, this is the joy of game development, feature work can begin very quickly! =)

Locking since the issue is being actively worked on, thanks for all the great suggestions all!

#323 - Feb. 25, 2013, 3:39 p.m.
Blizzard Post

Thread = closin!

#326 - Feb. 25, 2013, 4 p.m.
Blizzard Post

I’m no good at this forum thing