As a note (and to address concerns), we won’t be adding dire stats or perplexity runes to sPvP. We’re vetting and discussing each and every rune/sigil/stat combo as a group before adding them in, with the main goal being improving build diversity.
Dearest Joshua, dearest Mr. Davis, dearest Grouch,
In what possible way would a normalized Dire set be problematic in sPvP? Admittedly, I personally wouldn’t use it, but I nonetheless find it semi-ridiculous that it’s not available in sPvP, to those that may want to use it there for whatever their reason might be. It’s not as if Dire is actually a very optimized stat combination. Its users can’t really trigger Critical effects, and all you end up relying on, are your conditions, which can be countered by cleansing and/or avoidance. Is it that much different from say using Soldier as a Power-bunker stat set? I can’t say I’ve ever been frustrated when fighting against someone using Dire in World vs. World—so I can’t see myself being frustrated in sPvP when you normalize its stats.
And, on the subject of Perplexity; What is so wrong with this Rune set? Well.. besides the one thing that’s wrong with it, per say. The “on struck” part of the fourth bonus. That is what needs revising. The game’s combat is heavily intertwined with avoidance, so why should any Rune reward you for playing (purposely) badly? This isn’t the only Rune that needs this revised either, the entire collection of Runes with an effect on being struck should be altered (unless it’s at least tied to something additional, such as a HP threshold)—Baelfire, Citadel, Fire, Flame Legion, Hoelbrak, Ogre, Pack, Privateer, Strength, Rata Sum, Earth (fourth bonus), Ice, Lich, Sanctuary (fourth bonus), Speed, Air, Golemancer, Rage, Grenth, Krait, Nightmare, Orr (fourth bonus), Perplexity, Dwayna, Flock, Grove, Monk, Water—the lot, all 28 of them, deserves to be altered to be less passive.
My suggestion? Make it trigger based on, e.g., a stacking effect with a timeout period, which increases on successfully performing a set “task”, e.g., a way of altering the Perplexity Rune’s fourth bonus could be to make it; “Gain an evasive charge for 15 seconds whenever you evade an attack. At 3 charges, inflict 1 stack of Confusion for 8 seconds. (Cooldown: 25 Seconds)” or at the very least tie in some more additional criteria, such as a health threshold. It’s not like it will necessarily be difficult to trigger granted, but at least it’s not straight up passive. You could also reduce the amount of Confusion stacks from 5 to 3 on the interrupts, for the sixth bonus.
While I’m at it, please, please advocate for adding some more interrupt-oriented Rune sets. And not just condition-based ones either. As a interrupt-loving individual, besides interrupts being largely useless in higher-end PvE thanks to Defiance, and it not being any better with the Breakbar, I find it sad that my only option to further enhance my interrupts, is the Perplexity set. Could we please have some more? Pretty please?