The Nature of Power Creep
Our first example of power creep is the warrior, unsurprisingly. The build under examination is the longbow/hammer/healing signet/fear me/berserker stance/balanced stance and involves, at least, 20 trait points in defense and 30 trait points in discipline.
Let’s examine the updates:
17 September 2012
Smoldering Arrow: This skill’s casting time has been reduced.
December 14, 2012
Hammer Shock: This skill can now be used while moving.
Increased the velocity of arrows fired from Longbow skills by 30%.
February 26, 2013
Smoldering Arrow: This ability is now a full projectile finisher.
Healing Signet: Reduced low-level healing for this signet without changing healing at higher levels. This signet now heals for 12 points at level 2 instead of 25 and then scales up to heal for 200 points at level 80
April 30, 2013
Added new Adept major trait, Defense (II): Dogged March—Incoming immobilize, chill, and cripple conditions are reduced by 33%. Gain 3 seconds of regeneration when you are crippled, chilled, or immobilized. This effect can trigger only once every 10 seconds. This trait replaces Turtle’s Defense.
Added new Grandmaster major trait, Discipline (XII): Destruction of the Empowered—Damage is increased by 3% per unique boon on the warrior’s target.
Quick Bursts and Adrenal Reserves traits: Combined into one trait, Burst Mastery (XI).
June 25th, 2013
Skull Crack: Increased the stun duration from 1, 1.5, 2 to 1, 2, 3. Increased the damage by 50%
Endure Pain: Reduced the recharge from 90 seconds to 60 seconds.
Dolyak Signet: This is now an instant stun breaker.
Berserker’s Stance: Increased the recharge to 60 seconds. Reduced the duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
Balanced Stance: This now also applies swiftness.
Hammer Shock: Reduced the aftercast by .4 seconds.
Staggering Blow: Reduced the aftercast by .25 seconds.
Backbreaker: Reduced the aftercast by .25 seconds.
Crushing Blow: Reduced the aftercast by .2 seconds.
“Fear Me!”: Reduced the recharge to 60 seconds.
Adrenal Health: This trait now scales with healing power:
Cleansing Ire: New Master tier trait with the following effects: Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent
July 9th , 2013
Berserker Stance: The duration of this skill has been increased from 4 to 8 seconds.
July 23rd, 2013
Healing Signet (Passive): Reworked the formula that this passive heal uses. At level 80, this skill goes from 392 healing per 3 seconds to 467 healing per 3 seconds with 1500 healing power.
October 15, 2013
Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
December 10, 2013
Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds.
I did not have the notation of when Destruction of the Empowered was lowered to master tier, but that was also a relative buff in power. Overall, there is an inherent increase in both relative survivability and damage potential. Additionally, the increases in relative power of the build occurred in several aspects of game mechanics – control effects, conditions, resistance to control effects, resistance to conditions, and mathematical increases measured damage per second potentials.
The ability to measure the progression of each class and each class relative to the notion of power creep is not only incredibly possible, but necessary to track in order to balance the game.
When you map out the progression of other classes with regards to balance, there is a clear track to where we are now in the game, in terms of balance, and where balance potential existed in previous patches – as a whole and with individual classes.
As rough examples of class progression we have the following:
Elementalist – overall net decrease in survivability/highest volume of stealth nerfs
Thief – complete reliance on the critical strikes trait line for tournament-viable builds
Guardian – pigeon-holed role in terms of tournament viability (despite unnecessary buffs to DPS guard structures)
Ranger – complete reliance on the Wilderness Survival trait line for tournament viable builds/survivability
Warrior – overall net increase in both survivability and damage potential
Necromancer – convergence of several different build variations resulting in one true condition build
Mesmer – requires Deceptive Evasion for viability
Engineer – I’m really tired right now.