I didn’t know where to put this since theres no “condis” subforum (but with all the hate ppl have towards them it seems it should have a forums of its own) so ill leave this here for further discussion.
" Man if only that was possible. With the way classes kitten out conditions there would never be enough condi removal in this game to deal with it all.
The rebalancing needs to happen at the source of conditions where each class has 1 damaging condition and 2 covers max. If you’ve ever played condi Guardian, it’s probably the most balanced condi class when it comes to this. You have burning as your damage and if you spec into DH you can gain cripple and vulnerability as covers, unlike other condi classes that just look at you and you gain 5 conditions really. Though if the rumors are true, Guardian will be joining the other classes and probably kitten out conditions like no tomorrow come next expansion.
Though the true rebalancing that should happen are with stats in general. All stats, even condi damage and expertise, should start at 1000 and have a base value. Then all condis should all have a scaling factor with no base value to them, so that when you gain 1000 condi damage the damage of the condition doubles just like how 1000 power doubles your power damage. This would solve the problem that occurs currently where when you gear 1000 condi damage bleeds increase by ~250% damage while burning only increases by ~180%. There is a true failure in the stat system when Anet added stats beyond power, precision, vitality, and toughness, but didn’t decide to overhaul it completely.
If they added something like this they could relook at vitality and toughness (as well as maybe adding a resistance stat, cause you resist conditions), where at 2000 toughness you’d reduce damage by 50% and at 2000 resistance you’d resist 50% condition damage as an example. At the same time 2000 vitality should make you have double the health (aka base health scaling x vitality = current health, since Guardians have ~12k health at no extra vitality they’d have a scaling factor of 1.2 x vitality, while warriors would have 1.8 x vitality to get their 18k, and at 2000 vitality you’d have 24k and 36k). In a system where all stats start at 1000 and everything is a scaling factor healing power would become more powerful as well doubling the output for certain terribly scaling abilities.
Yes I know this post took a total tangent, but the problem with condis stems from the core stat system not being universal across the stats and their usefulness. "
This in my opinion addresses the core issue that exists with condis in pvp and wvw (but this could clear out the stats and help in other game modes such as pve) .
Now i know this goes further than just condition but rightfully so since if there was a chance for this to happen it should happen in all the stats that should function similarly.
I take no credit for this since i wasn’t the one who came up with this but i haven’t seen anyone explaining so well the issue so i believe this deserves a thread of its own.
(I will not include the name of who wrote this in fear that the man/woman might become victim of bad behaviour from others that don’t agree).
(edited by zealex.9410)