Mechanically, conditions are impossible to balance as a damage source. It is simply lacking a lot of mechanics power has, in contrast, conditions are the least liable source of damage. Let me explain.
Power can be adjusted to the decimal, not only that, scaling with power can be adjusted do the decimal as well. The one thing power has that conditions does not is that power differs from skill is that the damage output differs from skill to skill. Allowing some skills like backstab and Hundred Blades to hit extremely hard in a small burst.
That’s one thing conditions have over power, is that they all scale with each other and they scale the same amount of their own type. Meaning that Grenade Barrage bleeding will deal the same damage as Explosive Shot.
Mechanically, they CANNOT work together. It’s two formula’s in a single mechanic, having one not outdoing the other, is impossible.
There is several other factors that drastically hurt the condition mechanic. Condition removal and condition duration stat itself.
In my opinion, condition removal should never exist. It is the reason why condition spamming exists. The reason why spamming as many conditions as possible is rewarded with victory is hindered with condition removal, condition damage will simply lose against a class with a lot of condition removal on it.
With to much condition removal, condition focused builds will simply not work.
So, what’s the balance between too much removal and too many conditions? It would be impossible to find the factor between those two. Now a days, people carry 2-3 ways to remove conditions to keep up with the meta, to much condition removal and you are sacrificing damage or defense.
It can all depend on what your opponent is packing, making the conditions you inflict utterly worthless or guarantees victory.
The other issue is condition damage stat, it doesn’t scale with all conditions like Chill or Cripple. Scaling with all conditions is not an issue, the BIG issue is condition duration does. It’s why condition damage and condition duration are always in strange spots. They work really well together, too well.
So Power is ALWAYS tied to condition duration to prevent it.
Mechanically, that’s like shooting yourself in the foot and putting a freaking Spongebob bandaid over it.
Sure, the bleeding has slowed but the issue is still painfully obvious.
Condition duration simply cannot exist with condition damage without breaking the game.
There. I have explained the issues with conditions mechanically and how it cannot be balanced.
So what’s the solution?
Remove Condition and Boon Mechanics from the combat.
You’re probably wondering where the hell Boons came from but I’ll get to that in a second.
Conditions simply cannot co-exist with power, mechanically it’s impossible to match the two.
If there must be an alternative source of damage it must follow these rules:
1. Can be adjusted to the decimal.
2. Can vary from implication.
3. Cannot be removed or denied frequently.
4. Cannot be better if implicated frequently.
Boons also fall into this category.
In my opinion, as much as ArenaNet dismisses the idea of Magic Damage or Boon Power. It is exactly what Guild Wars 2 combat needs to evolve.
No more applying 4k damage over 15 seconds with Bleeding.
If there was to be Magic Damage needs to be inflicted swiftly, armor ignoring, can apply various debuffs or flat out apply extra damage to skills. Magic damage MUST be weaker than power but makes up for it with different debuffs and armor ignoring damage.
For example, Frozen Burst with 0 Magic Damage slows enemy movement by 15% and casting speed by 5% for 2 seconds. But at 1,500 Magic damage, it can slow enemy movement by 52% and casting speed by 10% for 5 seconds.
The same needs to be done with Boons, no more boon types. Boons applied must scale differently.
Guild Wars 2 combat needs to evolve. Right now more maps are not going to help Guild Wars 2 PvP. If League of Legends can get away with only 4 maps ArenaNet, for a long time there was only 3 and even less before that, what does it mean for your game being a future e-sport?
More maps won’t make combat more fun, you must get your priorities straight.
(edited by Nova Stiker.8396)