These two boons, one is a must have and the other can easily do without.
The idea of these two boons are good but poorly implemented, lets examine the issues:
Retaliation – Damaging without fighting.
There was a time where perma Retaliation was possible, sadly, it was also disastrous. Guardians would build extremely high defense and rely on this boon to do a majority of the damage. In team fights, this boon alone could be responsible for 25% if not more of the damage dealt to you. If you had a lot of AoE, it would easily be nearly HALF of the damage you took.
Obviously, that is not ideal and Retaliation had to go. So it was nerfed, hard. Very hard. Reducing its damage as well as making its damage output based on power.
This hurts the mechanic, you can’t really make it stronger without balance issues and right now, it’s underwhelming.
Stability – Your skills cannot be interrupted.
What makes this boon so powerful is NOT the fact the enemy cannot CC you. What makes it good is your skills CANNOT fail. In the current state, this boon is very good.
Which is exactly the problem! It has to be rare and/or in low doses how useful it is. It hurts the mechanic rather than helps it.
My goal is to propose more mechanics that can aid these boons. The problem with stability is it’s too rare, so weaken it for it to appear more in traits and skills.
Retaliation needs more options in it’s mechanics, too much is too powerful; too little is too weak.
- Retaliation – Stacks in intensity rather than duration. Reflects damage back to the attacker, then retaliation ends. The more stacks of retaliation, the more damage that gets inflicted.
The damage of retaliation should be dependent rather than given. It will open up so many more opportunity for traits and skills.
For example, the trait Spiked Armor, right now it is gain retaliation for 5 seconds when struck by a critical hit, cooldown of 10 seconds.
It makes the trait too situational, yes, it has a use in PvP how a lot of builds are condition builds that trigger on critical hits but no one is going to spend 30 points into Defense when there are simply more powerful defensive options like Cleansing Ire.
Now, changing Spike Armor to something like:
Grant a single stack of Retaliation that lasts for 5 seconds, every 3 seconds. Basically, a perma 1 or 2 stacks of Retaliation outside of combat.
Lets say, 2 stacks of Retaliation is equal too 800 damage.
Now, that would be overpowered if that could trigger multiple times but since it only triggers once, it opens up more opportunity in builds.
Compared to the current Retaliation, 800 damage is equal to hitting an opponent 4 times. Since it stacks in duration, if you attack every 1/2 second for 10 seconds against an opponent with 10 seconds of retaliation, that’s 4000 FREE damage.
Retaliation is simply too powerful, which is why it’s so hard to achieve high duration of it.
By making it stack and ending on a hit, it will vastly open up more uses for this boon to shine.
- Stability – Stacks in intensity rather than duration. Protects against a control effect then lose a stack of stability.
Like how Champions have defiance stacks, Stability should work the same.
It will undoubtedly become weaker, which is good, that means it must show up more.
For example, Healing Breeze and Ether Renewal. Giving those two healing skills stability while casting will undoubtedly make them the superb healing skills as the heal cannot be stopped. Shelter cannot be stopped but in contrast, it’s a weak heal. Now, if Healing Breeze or Ether Renewal grants a single stack of stability, that would be undoubtedly harder to stop and require more thought or teamwork.
It can benefit offensively too with skills like Hundred Blades and Fire Storm. Utilities that grant stability already like Rampage as One will offer have multiple stacks.
The idea is to make Stability more accessible but in return, weaker as well.
The meta is in a jumbled mess right now, Mesmers dealing lots of damage while invisible, Necromancers and Rangers with protection from minions because of the AoE cap, Warriors running rampant with get out of damage free cards, Engineers having insane damage, CC and defense.
Everyone is stuck into Lyssa Runes for the condition cleanse or stability.
Maybe when the dust is settled ArenaNet should start looking at mechanics they have instead of adding new ones too enhance the gameplay COUGH TORMENT COUGH
(edited by Nova Stiker.8396)