I have seen much discussion concerning Ferocity and the new trait lines giving bonus damage to certain conditions (Specifically Fire on Guardians and Poison on Rangers). I really feel that these changes, while good starts, are not addressing the issues with PvE mobs and why we are facing the Berserker Meta in the first place. I feel that much of these changes will nerf the damage output of players by a small amount, but won’t shift a change to Condi because of the way condi stacks are handled in the game at present.
I feel that a better solution to the PvE issue with condi is to address the mobs which players are fighting and give immunities to specific conditions. We already get a sampling of this while fighting Dredge since they are immune to Blind. Taking things a step further though, maybe Flame Legion can become immune to Fire? or the Sons of Svannir immune to Chill? I just feel that these types of changes will force players to pay more attention to what conditions they are applying in the game and become more cognizant of what is actually happening in fights and on their skill bars.
Taking this a step beyond this idea, perhaps adding vulnerabilities to specific conditions may also be beneficial. Making Flame Legion receive a base damage total based on the amount of chill applied to them may make people want to use that condition more when fighting flame legion. Likewise, Sons of Svannir getting that bonus damage when Burning is applied may be something along these lines as well. Its something where the average player may or may not see a difference in combat, but those who want to specialize for speed clearing or more efficient play may want to trait into.
Going beyond this concept, it opens the doors to creating a Hard Mode for dungeons. While the mobs may be immune to certain conditions, maybe make it so that when those conditions are applied to the mobs, they are healed. I know CoF runs without burning would be a serious shift in the meta. Another idea would be instead of healing the mobs, perhaps it causes Agony (Bringing that condition out of Fractals and into higher/more hardcore types of gameplay). Of course, upping the rewards for Hard Mode would encourage people to subject themselves to the increased difficulty.
This type of mechanic is already in use in the game. Immunity to specific conditions exists with the Dredge, I just suggest expanding it throughout the open world (and in Dungeons). Likewise, adding vulnerability to certain conditions (such as the undead vulnerability to Holy Damage in GW1) is a tried and true element of RPG’s which is somewhat lacking in GW2. A more higher level dungeon mode with greater rewards is something also severely lacking. I feel these changes would force players to watch their skill bars and pay closer attention to their weapon sets a bit more and get focus away from just the crit and berserker meta without having to dump everything into conditions.