pre-ordered HOT at this point,
save yourself the money and don’t bother.
Like the title said, I’m suggesting every skill group should contain 1, and only 1 stunbreak.
Each class has traits that buff/encourage players to slot a particular line of utilities (Shouts, traps, spirits, venoms, signets, etc etc etc) – those traits feel like a waste when you absolutely cannot avoid taking a stunbreaker (IE, 90% of the time).
What do people think about guaranteeing that 1 (and only 1) utility in each utility line performs as a stunbreaker?
It’s not a bad idea on paper and I don’t see the harm in floating it but there’s two problems I can already see:
a) Encourages more CC spam the way mass cleansing encourages condi spam;
b) Singles out more “must have” utils
I don’t see A – you can already slot all stunbreakers if you want. In fact, you’d be limited to a single stunbreaker if you chose to “Build around” a particular utility line.
B ties in with A – the only time (hopefully) when a utility would be considered “must have” is when you’re traiting to slot 3 utilities in that line.
As an example, playing a thief I wouldn’t use Shadow trap as a stunbreaker – I think SS, RFI and IS are all way better. If I was running some sort of trap-centric build however (We’ll pretend that’s a thing), it would be considered “must have” because its the only stunbreaker in the trap line – taking at least 1 stunbreaker is currently considered a “must” as it is.
As long as the stunbreak isn’t on absurd stuff (Why is that one glyph that you should probably use early in a fight a stunbreak? Doesn’t make any sense).
Stunbreakers should have just been their own skill slot like the healing skill and they both should have been able to be cast on party members at the expense of using your own defensive cooldowns. Would’ve solved so many issues with this game’s ridiculously low TTK, cc spam, and lack of group play while making downed state unnecessary.
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