Traditionally in vast majority of MMORPGs I have played pretty much since they came to existance since UO and EQ1, what is here as "power" based damage tended always to be the burst side of DPS, while DOTs which are here condistions tended to outperform power but on sustained DPS. There are many differences here with the traditional DOT / Direct DPS systems in this game. I am going to list some of these differences here, pretty sure there are more too, but these are just off the top of my head: Condition Damage is tied to soft CC. If you reduce it too much, there will be a lack of soft CC in general in addition to it, thus completely negating a lot of tactical gameplay.Condi damage here, depending on class / condi, is meant to provide either burst or sustained, for example 5 stacks of burns from a burn guard, vs 5 stacks of bleed from a bleed necro. This blurs the line between sustained and direct DPS. The burst condis by their nature are fast hitting, if reduced they will make ceirtain gameplay styles / tactics unusable.In many, but not all, other games, alternating both DOT and direct damage is part of an overall optimal DPS rotation, for example using a debuff DOT which usually lasts a while and provides a big debuff to ceirtain type of damage, then using a direct damage ability to take advantage of that debuff. This is not very viable / possible here due to divide between power and condi damage stats. In those games all damage is applied through a single stat set, with secondary stats having some, but not main effect such as a bit extra duration, or a bit stronger debuffs.Some games use specific DOT types and specific resist types for ceirtain classes / specs, this provides rock/paper/scissors balance which is missing here almost entirely on some classes. This leads those to be too vulnreable thus limiting overall average playability.There is a plethora of other differences as well, too many to list. I don't see why there shouldn't be some condi resistance here from vitality stat much like armor provides damage resistance against power damage. Vitality already by its nature gives a pretty big boost. Having 3-5 seconds to react on a 22-24k hp guard vs 12k hp guard is a gigantic difference. But there is room for the built in base resistance. It doesn't have to be as strong as the armor reduction, it can be for example 0% at 12k hp to 20% at 30k hp and everything inbetween. Granted that some classes have easier time of achieving that high hp, thus they would need a slight boost, preferrably via master trait addition so that a trade off can be maintained for those that choose to use it.