First we had 25 stacks condition cap.
Then we got [Defiant].
Then we got [Condition Reflect].
Now we get [Indomitable] and
- “Some projectiles at Jungle Wurm no longer reflectable.” edit: apparently it happens with eggs at Evolved Wurm as well
- Most bosses’ projectiles in Crown Pavillion not reflectable (except for some at Pyroxis).
- Stealth fixes to bosses like Malrona whose projectiles are no longer reflectable.
- Stones and spits from generic Wurms no longer reflectable (it used to be that way in Twilight Arbour, but not so long ago all wurms behave that way as well); who did the self-knockdown hurt anyway? It was fun and good for skipping wurms!
- And let’s not forget healing turret at Boom-Boom and power regulators at Marionette – structures which do not accept conditions but are a core part of boss mechanics. edit: apparently the turret is a mob and accepts some conditions
I feel like every other thing except for direct damage is gradually rendered useless in PvE.
As far as I remember, the initial idea was that it shouldn’t matter what class you bring to the battle, it is still useful; however in practice, more and more bosses are being designed for [low skill-demanding but survivable enough] zerk warriors, with everyone else being left behind as too difficult to balance around. Feedback insta-killing Jungle Wurm? Make attacks unreflectable instead of tweaking damage. Mesmer’s Power Block shooting through Defiant and making mesmers useful in dungeons? Nerf it. Crowd-control skills cancelling one-shot mechanics? Remove CC instead of redesigning AI to allow all classes provide their own group utilities. Honestly, I’m already waiting for a patch which fixes the grub prevention “exploit” at Evolved Jungle Wurm.
So why should we be surprised by posts like “…but it doesn’t matter since we already replaced mesmer with a guardian…” and LFGs of “heavies only”? And you don’t even need reflects against generic boss ads in the first place if you can DPS those down.
Again, ANet: why design classes around utility skills and not direct damage, and then render those skills useless for anything other than brain-dead mobs which can be facerolled anyway (while also not bugfixing the core mechanics of classes)?
Please rethink your boss design philosophy. You’re making good steps in anti-zerg content, but class and build diversity in PvE still needs a lot, a lot of love.
(edited by Lishtenbird.2814)