On my climb to lv. 50, I encountered some good and bad instabilities. Now that I’ve had time to collect my thoughts, I figured I’d turn them into constructive criticism.
Lv. 31: Mist Stalker – The Mossman stalks you through the fractals.
I think this is exactly the kind of mechanic instabilities should be going for. It’s interesting and definitely forces a group to change its playstyle a bit — or at least gain a little caution.
My only criticism here is that I really don’t think Mossman should have any stacks of defiant or initial crowd control immunity when he pops up. That would not only make countering the spawn more interesting, but it would also give a higher value to the control role, which has long sought a stronger standing in PvE. (On that note, if ArenaNet is truly interested in boosting control roles, these are the kind of mechanics that should be looked into.)
Lv. 32: Impaired Immunity – Conditions applied to you last longer.
I really like this instability in concept because it could encourage better teamwork and support through condition cleansing. The problem is most PvE encounters just don’t make much use of conditions (or boons, for that matter). So this would be a great instability if there was some groundwork in place that already created some condition pressure, but that groundwork needs to be built first.
Lv. 33: Outflanked – Enemies do more damage when attacking from behind or the sides.
Another interesting instability just because it requires players to be more cautious and change their playstyles. More survivable builds in particular deal with this instability much better, which is a welcome change from the berserker metagame. The problem is it seems really buggy, particularly for AOE attacks.
Lv. 34: Fleeting Precision – Your critical chance is reduced.
This is the first boring instability, and I think it’s the kind of damage throttle that ArenaNet should avoid for these abilities. This kind of instability doesn’t make anyone change their gear set-up. (There are too many issues with that, considering fractals require ascended gear.) Instead, it just makes encounters unnecessarily longer without adding any depth.
Lv. 35: Stormy Weather – Lightning periodically strikes.
This is similar to the Outflanked instability in that it adds depth and caution to all encounters while indirectly boosting non-berserker builds. It also could encourage stun breaks if the stun on the lightning strike lasted longer, which is perhaps one area ArenaNet could look into. The one difference from Outflanked is the lightning strike directly discourages stacking, which is a tactic that can often trivialize encounters if done correctly.
Lv. 36: Losing Control – Outgoing control effects have reduced effectiveness.
This instability seems really pointless. Control effects are already trivialized by the defiant mechanic on bosses, and control builds have long been trying to find a niche in PvE. I don’t think ArenaNet should be weakening a type of effect that’s already too weak.
Lv. 37: Keep Them in Line – Damaged enemies gain boons when unattended.
This instability is just too negligible. It’s extremely rare that a damaged mob would go unattended for long enough for the instability to trigger. Even if it does happen, chances are a few boons aren’t going to make or break any encounter. The only time it became a problem is on Mai Trin, which produced a few unwanted bugs.
Lv. 38: Ill and Chill – Poison, chill, and confusion have unintended effects. (Poison inflicted by players becomes regeneration, chill becomes protection, confusion becomes fury.)
Another negligible instability. Poison, chill and confusion don’t play strong enough roles in the current metagame or encounters for their conversions to make a big difference.
But the bigger problem with this instability is it unfairly targets some condition builds that rely on poison and confusion. Considering the vast majority of the playerbase already considers condition builds too weak, nerfing them even more seems unnecessary.
Lv. 39: Last Laugh – Enemies explode when killed.
One of the best instabilities. It completely changes how a few encounters are approached, hurts berserker melee trains more than other builds and discourages stacking.
My only concern is it might be a little too much in certain areas of the game. Legendary Imbued Shaman — already one of the most genuinely difficult boss encounters in Guild Wars 2 — becomes a total disaster with this instability because players have to kill the spread-out worms as quickly as possible.
(edited by Lopez.7369)