With the new trait system and the change to poison and burning came a lot of new condie builds, or heavily improved excisting ones. This led to a lot of people running more condi cleanses then they used to, and more often then not at the cost of a stunbreak of other usefull utility. When HoT made it’s entrance in the meta came a lot of new builds combining the elite specs to old builds, or new builds all together. Most of these builds have a lot of pulls, knockbacks, knockdowns, stuns and immobilizes. Now, it is verry hard to figure out what the other team is going to play, leaving you clueless wheter to go with condi cleanse or stunbreaks. I often opt for the condi cleanses, but then running into some heacy cc builds, you just lay on the ground a couple of seconds and youre dead. Usualy to knockdowns or stuns in combination with condition damage, sometimes with high flat power damage like 100 blades.
Everything in this game has had an upgrade in some form, but one of the things they left untouched forever is regen. Right now regen is one of the few boons that still doesn’t stack in intensity but in duration.(they made burning, poison, stability etc. stack intensity) Regen, with max healing power, only regens around 250-300 / sec. Now you can stack that duration for a long time, but with all the bursts of damage this game is now about, duration is completly useless. regen for 300 damage is equal to 3 bleeding stacks with mediocre condition damage (celestial for instance). Most classes have acces to a lot of random bleeds, poisons or other damaging conditions rendering regen completly useless at this point.
So here is my suggestion:
Make regen stack in intensity, but lower it’s multiplier (like they did with burning, although burning could be toned down a bit). This way you dont get massive healing bunkers. (for instance 20 stacks of regen x 300 healing = 6k/s wich is a bit too much, make it 20 stacks but have regen tick for 100 is only 2k/s) Right now the way condition removal works players can simply put some random condition on the oponent, they remove them, and when theyre out of removal you put a ton of bleeds/burning/confusion on them and they die very quickly, even if they are bunker build. Adding regen that stacks intensity counters some of the normal damage as well as condition damage, giving condition damage some form of counterplay without it getting out of hand. Most invurns don’t block condi damage for instance, if I play condi ranger and I see a warrior go invurnable I simply keep applying burns/bleeds on him and there is nothing he can do about it, and then he dies fast, while invurnable.
This ofcourse would need a lot of testing to figure out what numbers feel right on the stacks compared to the healing, but it could work out great! If you have any suggestions of your own, or why this would be a horrible idea please let me know in the comments!
Hope