Keywords: rational, balancing.
There’s a lot of threads out there spewing a lot of misinformation about what a DH can or cannot do, and a lot of shortsighted ideas about how to address any apparent over powered components of DH. This sort of irrational mob rousing is akin to calling for a witch hunt and history has taught us how well that sort of stuff goes over. Previous victims include the warrior, thief and ele classes nerfed to the point of being unplayable; that’s not healthy and we don’t want to keep up this cycle.
So, here’s a thread from the perspective of someone who knows what they’re talking about! I’ve posted quite a bit on this but they’re usually buried at the back of big threads, where people have long since given up any veneer of logical discussion. By making my own topic, hopefully anet sees my ideas and anyone replying here will be addressing them and not some other irrelevant non issue.
The PRIMARY issue DH has is its low skill floor – anyone can pick it up, learn to drop traps in a minute straight and be quite effective especially in the lower tiers. Because it’s so easy to pick up and be good at, lots of players want to try it out and the resultant class stacking compounds the entire issue, with inexperienced players finding themselves unable to effectively counter even if they may be technically better players than the DH players.
This has been a balancing problem since the days of classic street fighting games when people have discovered that spamming one button over and over again will more often than not completely lock down their opponent and win the match effectively (and cause an inordinate amount of salt in the process).
Unfortunately, just like the street fighter analogy, this tactic does not hold up well in higher tiers. DH is just barely viable against other knowledgeable competitive players, and taking the nerf bat to it without consideration of its high tier viability will simply cause the overall game to be even more limited and boring than it already is – we want more classes and more builds, not the other way around. Balancing purely around the average player is not a viable solution as many people want to advocate – it’s asking for a mediocre game with no competitive edge, and what we’ll end up with is more brainless game play catering to the dumb. If we wanted that, we’d be playing farmville.
DH needs to be viable in an environment of perfect mechanical abilities, but also needs to have some abilities toned down so in the random chaos of lower tiers it doesn’t faceroll through the masses.
Here are some of my personal suggestions to achieve this: (tl;dr important bits below here!)
- Nerf procession of blades damage by shaving off its duration from 10x to 8x hits or lower. This is the pinnacle of trap spamminess – it covers too big of an area, has too short of a cd, lasts too long, and looks menacing the entire time, but is completely useless at higher tiers because good players can block through it or simply avoid it. At lower tiers, it will completely force people off point or cause a train wreck on point. Reducing the duration (and hence damage) will alleviate the effectiveness of its area denial and point pressure without affecting high level play (because good players never bring it anyway, or at least use it more situationally like downstate cleave), but anyone trapped for the entire duration of the trap is still going to feel the hurt. This is a bit of backwards thinking, but the trap wasn’t well designed to start with and I don’t see it ever being viable at high level play, it’s more of a PvE tool.
- Shorten the duration uptime of test of faith by 1-2 seconds, reduce/remove the initial damage component, but add it back to the crossing damage by making each consecutive crossing deal more damage. And shorten the ICD for taking damage. Redistributing the damage this way means countering the trap earlier means you get away from it unscathed, but eating the entire chain will mean a more severe punishment. At higher tiers, good players make use of the trap by rapidly cc-ing enemies through it multiple times once the enemy has blown their stun break. The change makes good cc plays even more rewarding, but players have a shorter time window to pull it off. This trap is fairly easily countered by breaking the cc chain, so when it IS successfully pulled off, it should put on extra special hurt. At lower tiers however, players have difficulty avoiding it on point, and class stacking traps makes the point an absolute mess to fight on. Reducing its duration by even 1-2 seconds will drastically decrease its area denial and point pressure effectiveness again, and give it a higher skill ceiling to combo ccs through the trap.
- Shrink the size of test of faith, or even all the traps, in both its inactive and active states. Good enemies can completely avoid triggering traps dropped in bad locations in the middle of a fight (especially good for punishing hastily dropped heals), and anything that reduces the overwhelming point pressure and area denial is good. Good DHs will continue to make use of cc and positioning to maximize trap effectiveness.
- Make the F3 shield slightly smaller so it’s easier to hit the guard from the sides and back (eg 160 degree arc rather than 180 degrees). This makes it easier to attack shielded DHs from the flanks especially when bursting down in a 2v1, but good players will be able to maintain good positioning to make maximal use of the shield. In addition, make it easier to hit the DH when you completely enter his hitbox range which is technically behind the shield anyway. Reducing duration is not recommended as this is really the only ability making DH sustainability on par with the other meta classes, and the entire thing is countered by meta necro staff anyway. 1v1 against engi, druids and good revs/warriors is already an uphill battle.
- Increase scepter immob time from 2.25s to 3s to make successful decap plays even more punishing, and to setup SMART trap burst combos. Good buff at high tiers, not much use in action at lower tiers.
These buffs and nerfs aim to maintain competitive viability of DH while reducing its prevalence at lower tiers mostly by reducing passive trap effectiveness. Most of the current complaints (too much dps, burst, cc, sustain etc etc) aren’t even real issues as DH doesn’t even have the most dps, burst, cc OR sustain. None of this stuff even changed from season 1. Instead, they’re symptoms of having too low of a skill floor, compounded with the fact that they’re the sudden new FOTM. Everyone and their grandmother is suddenly playing a DH and being good at it; much better in fact, than corresponding skill level players of other classes, so out comes the mobs and pitchforks.
Let me know your thoughts, and bump this thread if you’re annoyed by all the other emotionally driven nerf/don’t nerf DH threads and want to support my ideas!
(edited by Opc.4718)