What is attrition game-play?
In the current meta-game, power is at a disadvantage because it has to actually hit a target while conditions just sort of float about thanks to spammy AoE skills…Conditions are king
Conditions are an unfair way of doing DPS compared to power-based builds since you don’t really have to keep hitting an opponent…
Thoughts on Condition Damage and Power
I don’t think that power or condition damage should hold dominance over the other as simply a damage source. Power based damage should be burst while condition based damage should be DoTs. While this is generally true in a mechanical sense of how power and conditions work within GW2, it should be fairly obvious that this is not working equally or equally well in all areas of the game. (Hence this thread existing)
Condition damage is based around maintaining a level of constant damage that exceeds an opponent’s ability to heal or recover for an extended period of time. Additionally in an a action taken to damage output ratio (I feel/think that) condition damage should have a significantly higher number than power damage. In comparison to PvE mobs, players have very little health and are in general much more comparable in max health to each other. This leads to PvP scenarios in which conditions gain dominance when fights become drawn out or enough conditions can be stacked that they can burst an opponent. (conditions caps may be a limiter on condition burst specs/teams?)
Power damage is something I typically view as burst because it is more demanding in the number of actions used to apply it. Overall is it much more team friendly in that there is no cap to the damage and if allowed to be applied continually it is and should be the highest damage in the game. (I think) This is mostly why power specs are heavily dominant within PvE. (There are lots of threads discussing it currently)
Other Discussion Points
Healing and recovery is a side of GW2 that has for the most part been left off intentionally despite still existing within the game. It would provide some of the better mitigation to light condition pressure and bring emphasis on spiking someone down. This is at risk of making heavy heal bunkers too strong if over done though.
Cleansing is an interesting topic that I haven’t seen discussed much. In their current state cleanses are mostly a wipe of a certain number of conditions. Depending on the ratio between cleanses and sources of conditions are in use there are two scenarios that stand on either side of fine line. The first is what we see mostly right now in that you cannot possibly cleanse off all the conditions that are being applied to yourself. The second scenario is obviously that you can easily cleanse all the conditions off of yourself. The specific balance point between these two scenarios is going to be very difficult to achieve.
I’m worried that with your stated goals for conditions that with regards to conditions you would steer towards the ability to easily cleanse all of the conditions on the occasion that you were not able to avoid them. There probably isn’t an easy solution to this but I would perhaps look towards a rework of how cleanses work and have more a more specific set of conditions that a skill cleanses. (there is some of this already in skills like warrior Charge or elementalist Windborne Speed)
TLDR
The differences between PvE/PvP metas demonstrate that the balance between condition damage and power damage are fairly dependent on the context that they are used in and should be a factor considered when trying to balance the two. In general try and keep on open mind to other factors that may be influencing how effective something is.
Food for thought perhaps. Thanks for the read.