I’m sure we’re all aware of the current condition meta, and all seems right on the numbers for the builds except for the concept of passive reduction. In the most basic terms conditions ignore armor, yet face specific or general removal as the thought to balance. However, as well also are all likely aware of, the limitations of these removals is unequal to the proliferation of conditions, yet rightly so. It’s a GOOD thing we can’t just remove conditions at will thereby negating condition builds entirely.
That leaves room for the follow-up logic: “Well what do I do while my condition removals are on cooldown?”
The obvious answer is you have to take it, and there’s nothing you can do about it. You just watch your health drain, and hope your heal and condition removals come off cool down before you die. Now that’s fine, but there is no game balance between your cooldowns and their relentless condition spamming. You go from perfectly fine to totally screwed, back to perfectly fine all over again with no real way of making it nominal.
My answer to this would be to create “Condition Resist” as a new feature that scales off of Healing Power. We all know Healing Power scales the worst of all attributes in the game, and giving it the added kicker of also passively mitigating condition damage (no effect on duration) would make it a much more attractive attribute.
I’d like to see it at a .0001 coefficient, making 1000 Healing Power generate 10% passive Condition Resistance. Notably I’ve not been capable of producing a build with much greater than 3000 Healing Power, and in that hyper specialized build composition the reduction of Condition Damage would be at 30%. Hence a bleed that would normally do 100 damage would instead do 70 effectively reducing the damage per tick of a full stack of said bleed from 2500 to 1750.
With the myriad of gear choices that’re host to Healing Power (Settler’s, Giver’s, Shaman’s, Cleric’s, Magi’s, Apothecary, Celestial) the game would provide an alternate gear choice for many build styles, facilitating the ability for players to choose whether or not passive condition mitigation is worth it for them and how much of an investment is even possible within their build scope.
All in all it encourages build versatility, and takes the edge off for the bunker builds. But that’s just one humble Engineer’s opinion. What about yours? Is 30% reduction at 3k healing power too much?
Circumventing profanity filters one kitten at a time.