The Nature of Power Creep

The Nature of Power Creep

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

We need to start with a few overviews here on account of some confusion during some of the discussions that have taken place.

Power creep is the slow, and often missed, unbalancing of a game. Elements of power creep can be seen when huge shifts in relative power occur and, specific to Guild Wars 2, is most noticeable when specific classes are near-unplayable in a particular meta. Moreover, huge shifts in power usually occur in two ways: incrementally as results of various rebalances (i.e. nerf versus buff) or when larger changes to mechanical functions occur.

Skill and trait balance requires that no combination is overpowered relative to other combinations in such a fashion that they become a mainstay, necessary, and unstoppable (or near unstoppable) as a view of counterplay options. Balance requires that there be advantages sought in particular builds but also disadvantages that provide for both build variability, viability, and counterplay options as evidenced by both relative skill floors and ceilings.

Additionally, incomparables are those skills and traits that are so vastly different from each other that a comparison between the two amounts to a comparison between apples and oranges – in this case it’s more like a comparison of Fear Me and Shadow Step. The relative power of the skills depends on the scenario in which they are employed, how they are utilized, and the skill of the player. Balancing incomparables does employ math but also needs to be accompanied with an analysis of the relating game mechanic that makes it incomparable to other skills.

As a further investigation of what constitutes an incomparable, I mentioned both Fear Me and Shadow Step. Fear Me involves two game mechanics: Fear as a control effect (that is also a condition) and that it is unblockable. Shadow Step also involves two game mechanics: teleportation and the breaking of control effects.

So, there are a few components that go into both the perception of potential power creep, but also judging whether or not it exists.

Power creep is the interaction between the natural evolution of the tools available versus whether or not previous tool are obsolete or remain viable versus the creation and/or maintenance of choice opportunities that still matter with regards to judging incomparables and how those incomparables can increase skill caps. When power creep begins to appear a couple of things accompany it: stale and predictable meta-builds and rock/paper/scissor-style match ups that favor build versus build rather than skill versus skill – relatively speaking.

The Nature of Power Creep

in PvP

Posted by: DoYourBestBear.6810

DoYourBestBear.6810

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.