Assuming the 700 condition damage makes you on par with current damage, you should be seeing higher numbers if you run 1200 condition damage.
How about distance stays the same, but the movement time to complete the move slows down under cripple/chill?
Then the movement distance is consistent and the effects of cripple and chill still mean something. Program a few new animations to handle it or slow down the current animations. Quickness and swiftness can modify the speed on the animation in a positive direction as well.
The goal of the change was to make the movement distance consistent, so this would still be consistent with the stated goal. It would also address the legitimate concern that this (as interpreted by players reading the dev post) would effectively negate the effects of cripple or chill for classes with multiple movement abilities that suddenly would move at normal speed away from the starting point.
It is also possible that my suggestion is the actual implementation being discussed and that players are misinterpreting “same distance” to mean “same speed.” It would still move players with cripple/chill farther, but chill and cripple would have a significant impact in terms of whether or not the ability allowed a player to escape.
Assuming the 700 condition damage makes you on par with current damage, you should be seeing higher numbers if you run 1200 condition damage.
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