As a note this post is namely geared towards pvp.
For some background, I main ranger but play all other classes regularly. After I had my 1 year old son I mainly pvp due to time. I play a lot and have over 5000 hrs on my account, even with my almost a year break. I put this here to let people know what my perspective is and what biases I have.
In terms of pvp, both playing as and fighting power builds feels so much better. With the damage universally lowered I feel that things are more fluid against powe builds and I actually have a few seconds to think and make tactical decisions.
Prior to this, damage was so high (and still can be even in this new meta) that everything was reflexive. If you got jumped by a thief or stunned by a rage warrior, your survival was completely based on muscle memory and hitting your oh god please don’t let me die button. Builds and the meta became a contest of who had more invulnerable, blocks, and dodges because damage was so high that if you had even a slight gap in your defenses, you could be blown up in one combo – even with decent toughness.
This was very bad for the game and also alienated players who had slower reflexes from playing pvp and wvw roaming (where damage is even more out of control due to pve buffs).
I’m glad the devs are noticing this and I think this is what is driving the power curb, which absolutely needed to happen in pvp and that I would argue needs even more universal damage nerfs.
Now let’s talk about conditions. Following this power curb, condition builds were relatively untouched and in some cases (like rev) extremely buffed. The meta is rapidly changing to favor condition meta because it’s simply better.
Now here is how this changes how we play and what existing problems will come up.
1.) Condition is king will kill toughness builds. Taking more vitality is now critical to survival. Pvp build diversity in terms of stats will suffer due to this and many toughness based option will simply die.
2.) Conditions are too easy to apply and stack. Combinations of traits, sigils, and skills allow classes to stack 4-5 different condition types on a target using just one skill. Single cleanses and removals are not enough and there is no time to think and tactically decide what conditions to remove at what time. It’s basically turned into a spam fest where you are in a race with the enemy to see if he can apply faster than you can remove. When you run out of cleansing abilities and the enemy can still process strong condition applications, you die extremely fast. There is no tactical play for removal, it’s all just get it off faster than he can apply and this is very very bad for the game.
3.) The above reality in pvp is that now builds are pidgeoned into multiple skills and traits that either full clear, remove multiple conditions rapidly, or give stealth or evade frames that will avoid condition application completely. This leads to a meta that will stagnate very fast because now classes are pidgeoned into take specific removal skills to be competitive. Rangers will never drop celestial avatars full clear trait and be pidgeoned into wilderness survival for removal to pet or removal in survival skill use. Warriors will never run anything that doesn’t have cleansing ire or berserker stance, perms stealth and permadodge thief will not change, etc. All those traits, sigil, and skills that share slots with the best condition options will never see the light of day and the meta will be just a race between the best removal/avoidance skills vs the fastest applicators. The classes that have the best combination of both will be king.
This concerns me because the above changes in the way we play results in a game that really isn’t as fun as it could be. Yes the patch did the right thing by slaying the one shot kill meta, but with the way conditions work we just traded one bad style of gameplay for another.
Right now it’s hard to discern if things are better or worse.
(edited by lordhelmos.7623)