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View Full Version : The perfect condemn nerf


Archived Post
09-08-2009, 07:22 PM
I've heard condemn will be recieving a nerf soon, and it's safe to say it was seen a mile away... The resulting nerf places it with a slightly lower damage output with only a 20% chance to hold. Most people I have heard from use this mainly as a means to hold. It's abou the only ranged aoe hold out there and it's great for glass canon characters like my main who need all the help they can get keeping mobs off of them while they do what they do best.

One of the main problems with the nerf as it is, is it completely invalidates the advantage that works if the mob survives through the hold. This advantage will then only have a 20% chance to have any effect, and then only if the hold expires. This almost completely invalidates what was only a mildly useful advantage to begin with. To that end, I hae a suggestion for nerfing condemn and keeping everyone happy.

Keep the nerf as it currently is in the test server, but change the advantage. Give it a new advantage that completely removes or greatly decreases it's damage, but restores it's hold ability to the same or near same as it is on live now. This way people can choose if they want an aoe ranges damage or an aoe ranged hold. It can be balanced both ways and function for multiple people.

Archived Post
09-08-2009, 08:08 PM
/signed

I don't use condemn on most of my chars bt this is a GREAT idea.

Archived Post
09-08-2009, 09:54 PM
To that end, I hae a suggestion for nerfing condemn and keeping everyone happy.

While I love & support the suggestion.

I have serious doubts that it will keep everyone happy :)

Archived Post
09-08-2009, 11:17 PM
No, it won't, because my support character already maxed out the advantage capacity for Condemn, and I did not pick up Redemptiom Denied. >.<

Archived Post
09-08-2009, 11:26 PM
I can only assume with such a radical change they would allow you to retcon it if you wanted. And while I know it wouldn't make EVERYONE happy, I think it would be the best solution for most people since keeping it how it is now obviously isn't an option.

Archived Post
09-09-2009, 12:25 AM
I think the best solution for condemn would be as follows

keep the AoE the same area wise with charges

decrease hold time from 12 seconds to 10(i use it as a hold the pop off with a advantage that does more damage when held)

rank 1
10-85 dmg(115 last time i checked)
5%-75% hold

Rank 2
15-120 damage(200 ish i remember right)
10-90% hold

Rank 3(not this high yet)
25-200 damage
10-100% hold

Add advantage to remove charge and do 50% less damage full AoE and hold(deminishing chances on higher mobs)

Archived Post
09-09-2009, 12:34 AM
I can only assume with such a radical change they would allow you to retcon it if you wanted. And while I know it wouldn't make EVERYONE happy, I think it would be the best solution for most people since keeping it how it is now obviously isn't an option.

Don't say the "R" word....

Archived Post
09-09-2009, 12:39 AM
Keep the nerf as it currently is in the test server, but change the advantage. Give it a new advantage that completely removes or greatly decreases it's damage, but restores it's hold ability to the same or near same as it is on live now. This way people can choose if they want an aoe ranges damage or an aoe ranged hold. It can be balanced both ways and function for multiple people.

I don't currently have any characters that use Condemn, but I think this is an excellent idea, even if they reduced the duration of the hold a little, it would be worth taking. I'd grab it if it had an advantage that made it damage none, but have a 100% AOE 8-10 second hold :D

/sign

Archived Post
09-09-2009, 02:40 AM
I'm glad to see several people support this idea. It really does fix the problem for a lot of people... There are some people that took it only for the damage nad some that took it only for the hold ability. That it has both now is nice, but obviously overpowered and anyone hoping to keep both apects is going to be dissapointed. The option to choose which you want--damage or utility--would keep in it line with other holds and ranged damage abilities and settle most people down.

The other matter, like I said, is that it will make redemption denied an almost useless advantage. That it could only possibly work 20% of the time if they don't die before you kill them anyway (and I usually do), just does not make it worth the advantage points. The added damage was only ever mediocre at best anyway.

Besides all that, there aren't a particularly large number of hold abilities that seem to fit well into a sorcery build. This one does, especially with most of the sorery powers being about sitting in one spot taking out enemies from afar.

The top level sorcery damage power is a maintain that is interrupted on any hit, but the sorcery tree is only provided with a single target hold that needs to be maintained and gives no other effect worth the several seconds of taking damage? That is a joke. Skarn's Bane synergises with condemn MUCH better at the moment, and I don't even HAVE skarn's bane right now and I can tell you that. In fact, almost all sorcery abilities work better with condemn. Not because of it's damage, but because it is a ranged aoe hold that functions well with our powerset. While some people like it for it's damage, some people rely on it's utility and there is frankly no other acceptable replacement for that.

Archived Post
09-09-2009, 06:59 PM
/signed


deff in favor of a change simllar to this!