I'll just bring some ideas to try balancing condition damage especially in WvW but even in PvP and maybe PvE
I want to be clear as possible. Actually condition is not the issue itself but the fact that Condition damage is based itself on 1 attributes (condition damage) and it doesnt really need other attributes to be efficient, so people are running robutness vitality and xx.
This way to play condition damage is breaking the balance between power and condition, because when you want to play power based build , you have to increase sufficiently precision and ferocity to be efficient, whereas condition damage doesnt need 3 attributes to be efficient. As we all know, robutness and vitality totally counter damage based on power coupled with
protection (buff) and food whereas robutness vitality and condition doesnt have real counter and playing condition doesn't need to be risky.
To try to change that without implementing new attributes (that would be a lot of work), condition damage may be decrease a lot on basic damage output and duration, and it would be increase a lot with ferocity and expertise (can be increase more than now). As ferocity apply as multiplicator of critical damage, it could be apply on condition damage.
Implementing that should change all the way, people are playing condition damage and running condition damage build will need more attentio^n but would be more rewardfull.
Another way to balance this it to re-update all runes or foods base on reduction of condition duration and double their reduction of condition, as they were before. because actually the maximum that we could have is -45% condition duration and i have tested it in WvW and PvP, that not enought to be efficient in thoses game modes. Because of the increase of this reduction, player that are running condition based build would but some expertise in their build to be efficient and decrease their defensive attributes as robutness and vitality.
Thanks for you attention
(sorry for my english)