The basic thought that I’m trying to convey is that the scaling and use cases for conditions, particularly damage over time conditions, isn’t consistent in actual use across multiple play types (burning is strong in sPvP and pretty awful in PvE for example) because of the issues with condition caps and the poor granularity available for tuning these conditions.
What is right with the current system:
Each damage over time condition has a specific purpose and feel that makes each one work to fill a specific niche. They seem to actually fill these roles in sPvP currently, but my interpretation of the intended use for each is as follows:
Burning – Burst condition damage;
Poison – Healing reduction and somewhat incidental damage;
Bleeding – Steady sustained damage over time.
What is wrong with the current system:
The problem you end up with, outside of a few situations (tPvP, soloing), is that burning and poison are completely saturated on almost all targets, and they no longer serve the purpose they were designed for. Bleeding when fully stacked, (which can be done by numerous single characters or easily accomplished with 2+ condition damage characters) does quite a bit more damage than burning, and the limited scaling of burning basically drops it down to around 5-6 stacks worth of bleeding at high condition damage values.
Some people would suggest that burning just be made more powerful, but that makes the packet size available for burning damage difficult to balance. A single burning tick at max levels of condition damage is roughly 1000 damage. Going from 1 tick to 2 ticks potentially adds a full 1000 damage to a skill, and if you increase the scaling even more, you’ll make that granularity of tuning even worse.
Additionally, condition damage specs need to apply multiple stacks of numerous conditions in order to be really effective. This works reasonably well in solo play and sPvP, where most of the fights are very small group encounters. However, this system breaks down for several builds in many PvE and WvW environments due to the 25 stack condition caps. Once you hit the 25 instance limit for each condition, you start completely losing damage for your conditions as new conditions are applied replacing old ones. (There seems to be a misconception that the highest damage conditions are the ones that get priority, but this doesn’t appear to be the case in testing). So you’re basically just giving up damage any time you have 2 or more condition specced players hitting a target for a sustained period of time. It has been implied that this cap on conditions is a technical limitation around the management of all the condition stacks rather than a design decision, and I hope that this solution would help to eliminate this limit or make it much harder to reach.
A quick example that is probably at the far end of the ‘bad’ part of the design currently in place:
Elementalists with a dagger mainhand gets a Drake’s Breath skill with a 5 second cooldown that causes 12 seconds of burning without any traits at all. If you add a dagger offhand, you get another 5 second burn on a 15 second cooldown using Ring of Fire. Put those two together, and you’re sitting on 29 seconds worth of burning applied over a 15 second period. This is before you add in condition duration from traits and food, which would take it up to 48s of burning applied in 15s. If you have any of the additional burn procs that you can spec into in the fire tree, it gets even worse. I assume the intent of those skills wasn’t “stack up a ton of burning and then come back in a minute to refresh it.” This is obviously even more of a problem when you get in a group that has burning from other sources. Nobody can actually effectively play this mythical Fire Ele as a spec because so much of the damage is burning based that you’ll never actually see any of it tick after the first few seconds of a fight.
(edited by Knox.8962)