WARNING: Incoming wall of text. Sorry; got a lot to say.
Full disclosure first: I play a Mesmer main.
This is an attempt to respond to a lot of the threads that have been creeping up about profession balance, in particular these three professions.
With respect to thieves and mesmers, I feel like a lot of the frustration players are experiencing is the result of the choices in the way the professions were designed; that’s not, however, a statement of power in itself, and I feel like it’s no more common for players to want to substitute personal frustration for objective balance issues here than in any other game. League of Legends is the other game that I play regularly, so I’m going to use some analogies there. Thieves are Shaco (if you don’t play LOL, Shaco is a character who stealths with a shadowstep, fears, and does very strong single-target damage): reasonably high learning curve, squishy, balanced, but extremely frustrating to play against. As a consequence of this, at lower ELOs, Shaco is frequently banned—not because people think Shaco will swing the game for the team that gets him but because they just don’t want to have to deal with the risk of him being over there. Shaco being in the game on the enemy team demands that players adjust the way they play to accommodate the fact that he’s there, and many players (perhaps justifiably so) don’t want to put forth the mental effort to do so.
Mesmers are Kassadin, Leblanc, or Ezreal. For the uninitiated, these champions are high damage characters with self-relocation abilities. They aren’t really unbalanced either (Ezreal is in a good spot at the time of posting, but that’s probably a meta issue seeing as he’s had no buffs for a long time), but they’re extremely frustrating to play against because it’s difficult to retaliate against them. Kassadin and Ezreal are frequent bans at different ELOs for the same reason Shaco is at lower ELO. The champs aren’t unbalanced—people just don’t want to have to adapt to them.
Here’s the application: Should you have to adjust the way you think about the game mechanics to deal with a particular profession? Alternatively, is it balanced for some professions to require more concentration than others when engaging them? I don’t have an answer to this question, but I think it’s worth noting that it’s not the same question as “Is this profession more powerful (i.e., better in PVP—I don’t just mean damage) than another?”
I will gladly admit that there is a learning curve to dealing with thieves and mesmers in particular. Guardians less so since I feel like their power emerges more from the nature of capture point PVP than actual profession design (brick wall wins capture points), but I’m willing to concede that guardians frustrating for other reasons (compare, for instance, Malphite or Nautilus). With respect to thieves and mesmers, target dropping in particular is a very nasty mechanic to contend with, and I think it shouldn’t be limited to these two professions.
However, I’m not sure how you deal with any perceived imbalance when it comes to utility without fundamentally altering the things that give the profession its identity. Here’s a little hypothetical. Let’s suppose, hypothetically that warriors are overpowered and mesmers are overpowered. Take a look at the following changes:
- Hundred Blades damage reduced by 20%.
- Decoy no longer stealths the caster.
The damage of Hundred Blades is a number that’s easily measurable, quantifiable, and incorporated into a set of data about warrior performance in PVP. Just like Heartseeker, the team can take a look at the damage and adjust if something is out of line. The decoy change, however, has no numbers. Its a mechanic change; it theoretically reduces the frustration an enemy will experience when dealing with a mesmer who uses Decoy (or, alternatively, ensures mesmers won’t use Decoy in PVP anymore), but there’s no way to authentically verify that effect. You can track who’se using Decoy before and after, and kill/death rates for people on both sides, so you can tell if Mesmers perform better or worse after the change—but you have no way to measure if players feel the change improved balance or not.