Condition Resistance Stat
Ehrm…. don’t we already have runes for that?
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I’d also point out the condition defence is to remove them. The idea is that direct damage is mitigated by protection and armour, whereas conditions are mitigated by removing them.
Remember that conditions already have a lower absolute amount of damage than power attacks their advantage is that they ignore armour, but their disadvantage is that they can be removed before their full damage is applied.
If your having condition issues the solution is to bring more condition removal, and have more regen to mitigate some of the damage.
An Ele or Guard has the absolute best shot of shaking off Torment, especially from Mesmers (1 move, on the Profession’s crappiest Weapon, that requires you to attack while they’re blocking). Both you and Guards have passive and active methods of dropping Conditions. Past that, Superior Hoelbrak or Melandru + Lemongrass absolutely shreds Condition Duration. As for having enough Vitality to shrug off Conditions: Try mixing some Magi EQ in. Those are Vit/Prec/Healing, statwise.
Other 80s: Any but Warrior
Um Ehrm ehrm ehrm. . . that is all correct.(had to clear my voice too) but I am thinking he/she is referring to how this game that is dominated by conditions does not have a real counter besides vitality in the stats. Physical damage can be resisted by toughness and vitality. Maybe an armor stat against condition damage as a whole.
In WvW,There is no recourse in the way conditions are hammered on so thick, there is no way to remove them effectively.(and i know ppl know what i’m talking about) So it would be nice if there was a way to reduce the actual damage so you can make it to a cooldown on a condition removal skill, get a couple of last hits in or even escape.
I understand the suggestion, I can visualize it, and its not a bad one. But it would be too hard to squeeze in a game like this. Because of how much is already established.
There are counters to conditions, i just don’t think they are that good in the grand scheme of things.
At least I get the suggestion instead of rattling off the rhetoric we all know. And yes, the stuff said previously is all rhetoric we all already know.
So instead of QQing I decided to think about a way to help balance out the sometimes ridiculous number of conditions that can get stacked on by multiple mobs/ players. Why not add a Condition Resistance stat to the game to balance the new condition? It could even be an option to replace the MF% when it’s converted to an account bound stat. I’m not a game designer so I may not know all of the details, but I would like the option of a defense against conditions other than having high vitality so it takes longer for them to kill you. Yes we have condition removal skills, but that varies by profession, race, and weapons. As a Staff Support Ele I can switch to water using a trait, but otherwise it requres that I put any condition removal skills (with horrible cool downs) into my utility bar taking up the majority of those slots. So these are just my thoughts and I hope others can build and maybe even correct some of them. I love this game regardless, but just thinking of ways to improve:)