So to not let it die as a comment in a random thread,
Vitality should be thought of as the primary defensive stat and it provides the best defense against both Power and Condition damage. Toughness and Healing Power should be considered minor defensive stats which give you more sustain over time.
If someone chooses to run high Toughness to have an advantage against Power builds then they should be weaker against Condition damage.
If we are going to refactor anything I wish they would have changed how condition damage stacks work. A long time ago some suggested that all condition stacks should do the same damage and Condition damage just increases the amount of stacks applied.
This change serves two purposes. First, it simplifies damage calculations on the server since you don’t need the enemy player’s stats to calculate the damage. Second, it allows you to see how much damage you will receive since high Condition damage builds will apply more stacks.
So the idea just helps with clarity, like how many times hove you wondered are those burns going to kill me or they do nothing and end up wasting cleanse on power guard.
And when we look at condition damage/Malice it was probably supposed to be complimentary stat like ferocity, but somehow got rolled up as power replacement.
So having it show how much damage it will do would help allot.