Well to be more accurate, condition removals are flawed – there are far too many of them! (in my opinion)
Physical spike damage is still a much more viable and reliable method of defeating an opponent (particularly in PvP) because killing a player quickly while they have little or no time to react is all too easy, and physical damage cannot be “removed”. Sure a couple hits can be negated here and there via dodge, block or blind , but this is very circumstantial and highly dependant on skill and timing, relative to clicking a heal or utility, or waiting for a trait, sigil, rune or signet to proc to remove your conditions.
So what could be done to fix this?
Increase the overall effectiveness of the condition damage stat? Not really, in theory condition damage is fairly decent as it is, provided it is left to tick through its entirity. Plus this still doesn’t tackle of core issue.
Lessen the number of ways to remove conditions? Possibly but this would require an entire rework of the skills and traits, and lessen the diversity of play.
So the practical method would be to alter the “way” in which conditions are removed or the “way” in which condition damage is dealt (or a mixture of both).
Here are a few examples:
1) Make DoT’s “early end heavy”. By this I mean that they still deal the same overall damage, but the majority of that damage is dealt at the start, diminishing with each tick. So instead of a bleed ticking 100, 100, 100, 100, 100, it could instead tick 166, 133, 100, 67, 34. I don’t need to explain how this would benefit a condi build vs condi removals.
2) Make all conditions deal some damage (i.e. cripple, chill, blind etc) could help sustain that pressure. The damage may only need to be minimal for these types of conditions because damage isn’t there primary function, but enough to keep the enemy hurting even when the primary DoT’s are removed. Plus who can say it wouldn’t hurt to be crippled in combat?
3) Make condi removals remove a number of stacks, rather than the entire effect (starting from the freshest stack). This could be a random condition or a specific one depending on the skill or trait etc. “Stop, drop and roll” for example could remove 2 or 3 “stacks” of burn. Another could remove 5 stacks of bleeding. A general condi cleanse could pick condi’s at random. The number of stacks removed could then even be linked to a players healing power. Maybe there are technical complications with this one such as tracking the individual stacks though.
4) Separate conditions into two categories, “conditions and afflictions”. Conditions being your cripple, chill, blind etc, afflictions being DoT’s. This will make it easier to limit the number of stacks removed from either category. For example, “Consume Conditions” might remove up to 3 “conditions” and up to 10 “affliction” stacks.
Of course these are examples and a starting point on which to better craft a condition system, elements can be mixed and matched from the above or something else implimented entirely. But I for one would like to see some real attention paid to conditions. The recent changes were a step in the right direction but I still believe it needs work.
(edited by Jalias.4987)