Hello everyone.
Currently, Anet balances the skills and traits mostly by shaving their efficiency, which is generally a slower-paced, more conservative set of buff/ nerf changes.
However, sometimes many of those changes do not account for how easy or not those skills are to master, nor subtle playstyle tricks that are lost in the process. In turn, it has been a common occurrence for new balancing patches to bring new unbalanced, generally unfairly easy-to-play builds, or for the opposite effect, remove some depth of play from stronger skills once they’re nerfed. We can simply take a look at the current pvp meta, and all of its variations since the june patch, for plenty of examples of what the community calls the “cheese builds”. They don’t stop coming, with condi-sword warriors, MM necros and PU mesmers being the latest new “cheese” additions.
Meanwhile, and deeply related to this issue, readjusting how skills play to make them harder to use efficiently can be an excellent way to tone them down without taking away their potential max power level (however high that it might be), AKA, without directly nerfing them.
This is best explained with an example:
Elementalist’s Cantrip: Cleansing Fire
Once a highly desired skill, as it could both break stun and cleanse.
Eventually, Anet decided that all cantrips being stun breakers was too much, and rightfully so. They took that effect out of it, and compensated the nerf with a buff to the CD, from 50 to 40 seconds, to make the skill more desirable in other situations.
Yet, since the change, it is nowhere being used at the moment, except for the most extreme triple cantrip builds, even when the pvp meta demands cleansing. Why?
For some players, the idea for an anti-burst effect (stun breaking) to exist alongside an anti-condition effect might be felt as unnecessary and random (isn’t a stun breaker that offers direct damage mitigation/ blocking much better than this?), but in reality, the cleansing was also highly efficient to prevent a burst, because it would remove from you cripple, immobilize, chill or vulnerability when fighting a burst class.
This gave to cleansing fire a dual playstyle. It was both a decent cleansing and a decent anti-burst skill. But by shaving the stun break out of it, even with the CD buff compensation, it took depth out of this skill. It is now nothing more but a simple cleansing, much simpler to use, with less thought and weight behind its usage. It’s now a simple “when you have many conditions, press this button”, while the old version was a more complex and interesting “should I cleanse the conditions on me NOW, or am I anticipating a fear-lock or a random cc-lock in a few seconds?”
Even if Anet further buffs this skill by, say, further decreasing its CD, “shaving it up” until it becomes useful, the skill will remain shallow and simplistic to what it used to be, and nothing will change that without a functionality change. It was, without taking balance on account, a dumbing down of this skill. This is where the problem lies.
What exactly happened?
- Anet detected a problem (all cantrips being stun breaks);
- Anet nerfed/ shaved the skill by removing the problem;
- Anet compensated the nerf with a buff elsewhere;
Although I think that’s a fine practice for balancing alone (although the skill in question certainly needed its CD pushed towards a bit more to become more appealing), it won’t always work very well from a design point of view, because it comes at the risk of dumbing down the game. In fact, elementalists have many more examples like those, unfortunately. Let’s take a quick look:
- Water Magic’s grandmaster Trait, Cleansing Water – A 5 second cooldown was added to its auto-cleansing effect for each regen proc. Although this balanced the trait out (at the time), it removed a lot of synergy, like using Glyph of Harmony with the Inscription trait for double regen proccing (no longer cleanses twice with this), or like using Healing Rain for twice the cleansing each tick.
- Cantrip’s Mist Form – No longer can heal while in mist. Again, fine for balancing purposes, but it removed some very interesting synergies and playstyles, like using the long channeling heal, Ether Renewal, while in mist.
So, what is my proposal?
My proposal is that, upon detection of balancing problems, Anet should readjust each effect’s functionality to make them harder to use or to offer more counter-play from your opponent, and only consider shaving the skill’s max effectiveness after doing so. Emphasis on the “consider” and “after” words. Why is that? Because, by simply making the skills harder to use, not only that makes them more satisfying to master, but it indirectly nerfs them, even when played skillfully, versus good players.
(edited by DiogoSilva.7089)