At first I just wanted to reply into the thread “I feel embarrassed”, but my post just became too big and thread itself is not suitable (i think) for constructive dialogue and my post would probably just lost in there.
Some condition related skills and traits certainly must be nerfed or at least reworked. Some builds can stack a ridiculous amont and/or duration of conditions, devs should take a good look at skills with burning, poison, chill, and fear. Especially fear.
Grenades, burning stacking guardians, fear stacking necromancers (dear god, why?).
Simple examples:
Poison grenades (5 seconds duration, 25/20 seconds cd, 3+ seconds of poison every second, and it is also unblockable) and longbow burst skill (9 seconds duration, 10 or less seconds cd) makes an abnormal pressure on points (especially on low-size points).
About too-many-damage conditions. I’m not the first who say that conditions are too strong just because you do not need anything but condition damage stat to deal an actual damage. Yes, in some cases you might want some crit chance to proc traits (engineer for example), but it is not a mandatory. To deal damage via conditions you do not need critical damage at all.
There are also a condition duration stat. But the thing is that amulets do not provide condition duration at all, so it is stacked only via traits (up to 30%) or via sigils.
Traits are part of the build, nobody will invest into certain trait lines just for stats, neither for condition duration, nor just for power, crit chance/damage, etc. So it is ridiculous to say “you have to invest into those trait line to get 20% more condition duration”. There are only sigils left then.
And here my point is: 20% condition duration is important in very rare situations, usually when conditions would not be removed (or when you want to slighty increase the duration of immobilize, chill, or cripple, for extra pressure – it is not related to condition damage at all), so you will get 7 effective tics of burning instead of 6 (for example), the damage of which is already ridiculous for the damage source which requires only one stat. In this case 6 seconds of burning will already deal almost 3k damage with just celestial amulet.
So, to deal physical damage you need a good amount of 3 stats (power, crit chance, crit damage).
For conditions you need just condition damage and nothing else.
Telegraphy, builds, damage per skill.
Just look at how long the cast and how short the range (it is also affected by slows and immobilize) of eviscerate is (up to 4-5k damage against squishy target without might/vuln stacking, don’t forget about 3 stats), and nearly instantly casting blowtorch (even though description says that cast time is 1/2 seconds, may be it is a summ of cast and recovery time?), which deals nearly 3,5-4k damage most of which ignores toughness.
Is it a good thing that there is no defence against condition damage besides cleansing and duration decreasing runes and traits?
It is much harder to dodge blowtorch just because of it’s short cast time and bad telegraphy.
Yes, one can say that “you can remove burning”. But what if you can’t? That’s the problem. There is always “you can remove all these conditions” argument.
So if you don’t have anything to remove conditions, you will not die only if you will be much more skilled than your opponent. No exceptions.
This is the bad thing: you have to take something against conditions – not only your dodge and positioning skills.
Is the damage of certain condition skills not too high for it’s cast time, animation, and cooldown?
If you won’t remove bleeding from shrapnel, it will deal nearly 3,5 thousands of damage. This skill has a 5 seconds cooldown.
Suggestions?..
Eh… I actually do not think that devs are going to greatly change whole system, so the only thing you can do is to strongly decrease duration (or increase cooldowns) of all damaging conditions and increase their damage so these builds would be more about bursting instead of stacking tons of them until the opponent will lose every condition removing skills and meet painful death. Strong condition inflicting skills should have an easy to read telegraphy.
Nothing should have a 100% and more potential uptime.
Especially damaging conditions.
Related idea:
Give condition removing skills some priorities. Pretty same as some thief healing skills which remove certain conditions, but not only those conditions. So it would be like “Removes 3 conditions. Priorities are burning, poison, and bleeding.”
And also, for the sake of build diversity, give warriors something that make them viable as glass cannons again. They just can’t kill anything decent solo in any glass “cannon” build without solid difference in skill. Correct me if I’m wrong and prove your words with a build. You can't.
Almost nothing in this game will ever be fixed.
Anet fix things only if it might increase gemstore sales.