The nerf to Dhuumfire and the Pin Down cast time are definitely welcome changes because it increases prediction and limits randomness. We need more changes like this.
For one, Incendiary Powder for Engi needs to be nerfed. It works in a similar fashion to Dhuumfire, but that’s not the reason. The true reason is because it limits counterplay.
In a similar vein buffs like incendiary ammo and thief poisons should have a unique aura.
On the subject of skill “tells”, I would also highly recommend that the sound department work on giving each skill (or as many as possible), a unique and very audible skill effect sound. Sound effects are very important especially in 3rd person games where visibility is not as great as in a game with an isometric view. The game Smite has countered this limitation by giving each and every skill in the game a very unique and immediately telling sound effect. Just as an example, when loki goes into stealth everyone in the immediate vicinity is made aware that there is a loki readying to gank from stealth just from the very telling sound effect when he goes into stealth. This improves counterplay and reduces randomness. Ao Kuang ult is another good example.
Ofcourse a lot of skills already have an audible sound effect but many still need it. In particular, Warrior’s Kill Shot.
Along with an increase in tells we also should have a reduction in the sources of damage immunity. In most skill based games there are very few sources of damage immunity. In smite, for instance, there is aegis, a purchasable item that gives a few precious seconds of immunity on a very high CD and you are unable to do damage for those few seconds. Notice the level of commitment you need to have just to get this item, it costs a decent amount and it fills up one of only 2 active slots, if you choose aegis you might not want to spend the gold or active slot for stun break(beads) for instance. Furthermore, everyone in the match is made aware of not only the items in your active slots but also all of the skills you have access to, therefore encouraging prediction and counterplay. Damage avoidance is not gained primarily from immunity sources but from knowing what skills are available to the enemy and acting accordingly though active repositioning with leaps and movement skills.
I understand the dev’s decision to leave Mesmer’s vigor uptime as it is because of their reliance on deceptive evasion. But ,there is no reason they should need blurred flurry to grant 2 seconds of invulnerability on top of having high vigor uptime, low CD teleport and distortion and stealth. This is especially not justified because they are damage immune while they are doing damage. You wouldn’t expect a Warrior to be damage immune while using hundred blades for instance.
Endure pain is also iffy, despite its long CD. Remember that a lot of skills that grant damage immunity also needs you to commit to a few seconds of doing no damage (assuming no conditions and pets), which is a big deal in such a sustain heavy game. These skills are for instance Elixer S, Shield Stance and Gear Shield.
Pistol Whip is in a similar situation as Blurred frenzy and Endure Pain, granted the evasion might be more justified in the thief’s case because they do not have as high avoidance methods as mesmer and because of the initiative cost.
(edited by Geff.1930)