I don’t think the concept of having abilities that do their damage over time being a BAD thing. It’s, in most cases, no different than abilities that frontload their damage and provide different ways to dps. So why is this an issue for PvP?
Several reasons. Some of them are circumstantial, while others are unintended side effects of the debuff removal system. So let me explain why these all weave together to make some the most frustrating moments in sPvP:
The debuff system worked fine in PvE. It was DESIGNED for PvE from the beginning, so little surprise there. It removes debuffs in the order that you would optimally want them removed in most situations for PvE. The problems became more obvious during HoT: the system ignores intensity and duration. It removes in order of what it considers “problematic”. This means, if you have 900 stacks of poison lasting 5 minutes each and a stunned debuff, the system views the stun as worse. This is obviously problematic against monsters who apply a lot of damage through conditions and soft cc at the same time, but the massive problem becomes present in PvP. Because the system IGNORES severity, classes that can apply a wide range of different debuffs quickly and spread out their damage this way tend to be the problem makers. Why? Some classes struggle to get access to debuff removal, and this removal can sometimes cleanse the soft cc that isn’t even the thing killing them.
tl;dr: Condition Removal becomes mandatory, but not necessarily useful. It becomes less of a temporary answer and more of possible answer. It removes build diversity and forces specific play options.
Suggested Fix: All Utility skills need to remove at least 1 stack of conditions OR have vastly reduced cooldowns to make them worthwhile options to pick over condition removal.
Situational Problems. These are more class specific, but also extend to conditions as a whole and the current set of amulets available to players in sPvP that perpetuate this absurd issue.
Issue 1: No stat reduces the damage of conditions outside of food buffs or rune set effects. This means, unlike physical damage, condition damage will deal unmitigated damage to most targets. If we assume conditions and physical skills end with roughly the same damage over time as physical skills, this makes conditions the vastly better option.
Issue 2: Amulet Choice. I’ve watched metas rise and fall, but I can safely say HoTs is one of the most imbalanced in terms of stat choice. The range of amulets is small. Bunker Amulets are gone. Toughness is an increasingly rare stat. So why is this an issue? Expertise being combined with powerful, synergystic stats. Viper is the biggest offender of any amulet meta I have ever seen. The player gains physical damage, physical crit chance, condition damage and an increase to the duration of those conditions, which increases damage. This opens up builds that have both high physical burst AND high condition burst, which vastly narrows the amount of counterplay to these builds. A Warrior running 20 seconds of resistance, passive Ignore Pain AND active Ignore Pain can still be bursted down by a CONDITION Mesmer/Thief/Guard. Why? The Condi guard can drop one of the more powerful DH power traps in and their natural burn rotation will force the enemy to either avoid taking massive damage from the trap and run from the guard, or try and fight a class based around massive survival and burst damage in their rings of death. Much like the Cele Amulet meta, the Viper amulet simply needs to be removed. It gives too much power with too little drawback. It allows players to exploit the unmitigated condition damage AND use power skills to make their bursts far worse than they should be. I don’t mind a class that builds for different forms of damage. However, those damage types should be EXCLUSIVE. If you want to use conditions as your primary source of damage, you should be restricted to using ONLY conditions for your damage.
Issue 3: Another post has addressed this, but simultaneous abilities have also led to the current condition-focused meta in sPvP. Being able to both stab an enemy for a large chunk of physical damage while they’re sitting in a field that pulses damaging conditions WHILE applying conditions from your attacks and other sources of damage all at ONCE is making this feel worse.
Issue 4: Condition Chronomancer and Condition Daredevil. These two stand out above the rest, at least for me, as the most frustrating classes to fight. Can they be killed? Sure. So can a bunker elementalist with a constant 25 stacks of might and a cele amulet. That doesn’t make it FUN. Chronomancer is a waiting game. You have to WAIT for them to stop blocking/being invulnerable/evading to hit them. It’s like whack-a-mole, except the entire time their illusions and phantasms are unloading conditions all over your face. If you turn to ignore the mesmer and kill their illusions, the mesmer can simply shatter them, doing a high spike of physical damage AND condition damage. The Thief? You’ll be lucky to hit it. The Condition Thief will apply a wide range of conditions, making removal difficult, while evading the entire time. With the recent changes to sword, it is now nigh-impossible to kite a thief.
Tl;Dr? Viper Amulet needs to be removed. Changes to the Condition Cleanse mechanics (at LEAST in PvP) and various slight nerfs to classes would be wonderful. Having Chronomancer’s block stop after a few hits, etc. I would love to hear some of your own (reasonable) ideas for changes.