The problem with conditions is in removal.
MAIN POINTS:
1.) There is no tactical play to conditions because players do not have control over which specific conditions they can remove at a given time.
2.) Conditions have an extremely high application rate that mixes both damaging conditions and control conditions, when singular removals are used its up in the air on if it will remove the one critical condition stack that is killing you.
-Scenario A. A burn guardian stacks 10 burns on you and a cripple in 2 attacks, your singular cleanse removes the cripple and your dead.
3.) The only true reliable condition defense is a full clear, because is guaranteed to remove what you need to at that time.
4.) Burning and bleeding are really just damage, the problem is there is no reliable active defense outside of a full clear if you have more than one condition on you.
THE SOLUTION (WHAT SHOULD HAVE BEEN DONE A LONG TIME AGO):
Condtional removal skills need to be split between removing DAMAGE conditions and CONTROL conditions:
Damage Conditions:
Burning
Bleeding
Torment
Confusion
Poison
Control Conditions:
Chill
Cripple
Entangle
Slow
Weakness
Blind
Vulnerability
Taunt
Fear
Doing this allows players to tactically make the decision on if they want to remove the damaging conditions to stay alive and give control to the enemy due to being stacked with control conditions OR remove the control conditions and attempt to DPS race the enemy under stacks of damaging conditions.
Players also get better defensive options because they can remove damaging conditions reliably. No current player can correctly time removals due to how fast and easy conditions are to apply. It’s like trying to catch floating dollar bills in one of those sham air blowing machines.
EXAMPLE OF A REWORK:
Warrior:
Runes:
Trooper: Remove one damaging condition from up to 5 allies when you use a shout (ICD increased because its more powerful now)
Skills:
Shake It Off/Shrug it Off: Remove one damaging condition from nearby allies, if you have no damaging conditions remove a control condition.
Berserker Stance: Lose all control conditions and gain resistance
Mending: Functionality changed. Recharges in 15 seconds and removes all damaging conditions. For each stack of damaging conditions removed, recharge is increased by 5 seconds.
Healing Signet: Remove all damage conditions (no longer grants resistance)
Signet of Stamina: Remove all conditions
Traits:
Brawler’s Recovery: Remove one control condition on weapon swap
Cleansing Ire: Remove one damaging condition for each bar of adrenaline spent when your burst attack hits an enemy.
Savage Instinct: Remove all control conditions when going into rage
Quick Breathing: Remove one control condition on warhorn skill use, if you have no control conditions remove one damaging condition.
(edited by lordhelmos.7623)