Had a thought about this; how about making toughness have a negative duration of a conditions and increase more the higher toughness you have, remove/rework negative condition duration food, and re-work runes/sigils also.
Toughness should be the anwser to damage directly and in duration with regen and burst group healing together to be able to sustain in a fight when done correctly. With this rework also add more/change in runes/sigils to corrupt/strip boons.
I think with these changes that there would not be a large need for more skills with condi clear as it is needed now. This would also change the dynamic of group fighting where full condition duration builds would be more technical in stripping/ corrupting boons and applying conditions for a group and less direct damage from conditions on frontline builds with high toughness but still be able to remove boons, corrupt boons to take sustain away, while still being bursty on backline, roaming builds, and low toughness builds in general giving condi players the ability to still do small group burst, and have a purpose in a zerg of strip/corrupt backline damage.
How I see it is; Power/=burst/ Condi = damage over time; burst should be the main source of big damage, with condition duration the source over time damage and will be more subceptible to power burst, as it stands now the condition duration damage is stronger than the burst in a short amount of time.
I think this is also do to the fact that there are a mostly unlimited amount of conditions that can be applied with stacking with no cap and only condi clears of just a few conditions on most classes. I think condi clear should only have to be a skill used when you are spent of all heals and regen, not the first thing you use because it is the only way to survive the condition burst with it instantly being re-applied as it is now.
As a person that can play almost every class pretty well, some better than others ( I’m not a thief person) in WVW and have a condi, power and hybrid build for every class, this is what I see the main issue for balance being and a way to fix it.
Is it perfect; no, but it lays over all classes and builds equally, so yes being tanky would mean sustain with toughness, but isn’t that how it should be at the cost of higher damage? yes there may be a few traits/skills that may need to be worked out but that is how it is with every roll out of a change.
Also if not toughness, maybe apply negative condition duration to vitality so it does have a true shield to conditions, and is not instantly gone from condition damage but may be too OP to classes with a natural higher vitality.
Please be Nice, this is an opinion, not the perfect anwser, and I am not the god of gw2, but I do want to see #WVWbeGREATagain Sorry about the wall of text…