“Power is intended to be more spike damage-centric. Condi more ramping sustained damage. Currently there are some issues with how quickly condition damage can be spiked up, negating the benefits of power damage. If I presented you with a power skill that dealt 1,000 damage instantaneously and a condition one that dealt 1,000 damage over 4 seconds there wouldn’t be a question about what build to choose; you’d go with the instant option every time. Not counting other effects, condition skills must inflict more damage over their duration in order to make power vs. condi into a real choice.”
Here’s how we “make power vs. condi into a real choice.”, and make a better Condition System for competitive gameplay! 👇
1- A stat, that players can build for with gear, that mitigates (not removes) condi damage... Toughness would be my personal preference.
2- Remove condition damage from auto-attacks.
3- Weapon and slot skill attacks designed to do condition damage are changed to DoT (damage over time) skills (like every other game uses successfully) using 1 particular condition damage per tick.
Ranger Shortbow damage type examples using the above suggestion...
~Crossfire- X power damage. No bleeds.
~Poison Volley- X poison DoT over X seconds.
~Quick Shot- X bleed DoT over X seconds.
~Crippling Shot- X bleed DoT over X seconds.
~Concussion Shot- X power damage.
*You keep in place all the other secondary effects going on with the skills. So Quick Shot still provides evade and swiftness... Crippling Shot still provides cripple and immobilize...
4- Assign each individual condi weapon skill and slot skill to use only 1 type of DoT damaging condition. You still keep secondary movement impairing and hard conditions on skills...
Look at the difference between these skills and you’ll see what I mean.
• Way crazy and over-the-top condi skill, and highlights the overarching condi issues this game faces... https://wiki.guildwars2.com/wiki/Signet_of_Spite
• Well designed condi skill, and what I’m talking about with the above with assigning 1 DoT condi to all skills. https://wiki.guildwars2.com/wiki/Blood_Is_Power
5- Cleansing skills become condi DoT damage mitigation (x % damage reduction) skills, but they still remove secondary soft (cripple, chill, ...) and hard (daze, knock down... ) condition effects. These redesigned cleanses do NOT remove condi DoT damage...
6- Skills that produce hard condition effects remain the same.
7- Moa transformation should be classified as a Hard Condition and countered by Stun Break.
8- Add in an “immunity timer” to prevent the chaining of soft and hard CC effects from occurring. Timer starts after being hit with either a soft or hard CC.
9- All stats and equipment remain and function the same way, except expertise...Either remove expertise so the team can have duration control on skills for balance, or expertise can function like precision does, but only for condi DoT damage.