Any though or ideas being thrown around about fixing condition removal? Not only is completely over-powered for 2 classes in specific, but it is seemingly non-existent in others.
I honestly dread playing my condition Memser or Thief in WvW for the simple fact that condition removal is about as prevalent as the flu in Mid-January. I feel like condition removal on skills need a rework or a cap.
For the last 3 weeks I have had nothing but failure with condition builds in WvW against other classes, especially against Guardian and Elementalist. Every fight I stack at least 8 conditions on them, only to have it removed in 1-2 seconds and have continual removal for upwards of 10 seconds.
Honestly the concept of a condition build in WvW is nothing short of a pipe-dream and a joke. But there are some solutions in mind, IMO.
1) Remove insta-removal of entire stacks, or board-wipe abilities. A class should not be able to remove 8 conditions, heal full, and turn around to hit you for 8k in less than 2 seconds.
2) Condition removal skills should have a personal % cap, or flat # cap, for stacks removed. EX. I use a heal skill that removes bleeding/poison, allow me to remove 50% duration, or 50% stacks—not everything at once. Bleeding is nothing short of a joke in regards to the skills and energy needed to reach even 15 stacks, yet it takes 1 second and 1 skill to remove all stacks, and negate all the damage done?!
3) Add accessibility to all conditions for classes. Even if this means 1 trait or something, at least have access to it if we would like to build it.
4) Adjust damage on Torrment to be truly movement dependent. Think of it as a massive laceration in your leg… if you ran with that, you can be kitten well sure that you would loose a LOT more blood if you ran. In my opinion too, this would add a far more interesting effect to the ability, than just the plain ol’ 2x bleeding duration. Make it to where it is more representative to the distance traveled. This would sure as hell make fights more interesting. Allow base damage to be a 1:1 ratio to bleeding, if you don’t move then it stays that way for the duration. If you move though, it adds 1% damage for every 25 units traveled, but it stacks intensity for every time a flash/blink/teleport/shadowstep is used. EX. I get hit with torment and move 250 units over the duration, I would then be taking an extra 10% damage from torment. Instead though lets say that I run and use 2 shadows steps and make it 2500 units. I would then be taking an extra 100% damage, plus 2x intensity stacks for using 2 shadowsteps. Make the skill not last as long, or cut down initial damage, but regardless, make it worth us using.
Other ideas are secondary conditions for some things.
Add a 5% chance on hit (120-second cooldown) to freeze your target solid for 5 seconds. Available to chilled/targets.
Add a 5% chance to hit (120-second cooldown) to roast your target, spreading the burning condition to all enemy allies in a 300 radius of target. Available to burned targets.
Add a 5% chance on hit (120-second cooldown) to infect your target, causing them to spread their current conditions to 5 enemy allies in a 300 radius of target. Available to poisoned targets.
Add a 5% chance on hit (120-second cooldown) to enfeeble your target, causing them to fall down for 3 seconds. Available to weakened targets.
Add a 5% chance on hit (120-second cooldown) to disorient your target, causing their next attack to hit enemy allies. Available to confused targets.
Add a 5% chance on hit (120-second cooldown) to detain your target, causing one of their skills to be unusable for 15 seconds. Available to immobilized targets.
Add a 5% chance on hit (120-second cooldown) to lacerate your target, causing them to take damage for every skill used for 3 seconds.
Add a 5% chance on hit (120-second cooldown) to knock your target prone, knocking them down for 5 seconds. Available to dazed targets.
Add a 5% chance on hit (120-second cooldown) to sunder your target, removing -33% armor bonus and toughness for 5 seconds. Available to dazed targets.
Anyways, you all get the idea. Just trying to find a way to mix things up a little bit, and give the condition users of the game a fighting chance. Sadly the single torment addition was no where near enough, nor did it begin to address the rampant issue of condition removal.