The random nature of Elixirs
Before I say anything further about this topic, I’d like to break it down for you.
Here are some of the Elixirs available to Engineers:
Elixir H: Drink Elixir H to heal yourself and randomly gain protection, regeneration, or swiftness.
Toss Elixir H: Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.
Elixir B: Drink Elixir B to gain fury, might, retaliation, and swiftness.
Toss Elixir B: Toss Elixir B to grant fury, might, retaliation, or swiftness to allies.
Elixir C: Drink Elixir C, converting all conditions into random boons.
Toss Elixir C: Toss Elixir C, converting one condition to a random boon for allies.
Elixir U: Drink Elixir U, gaining quickness and a random utility skill from another profession.
Toss Elixir U: Toss Elixir U, creating a random spell at the target location.
Toss Elixir S: Toss Elixir S, either making allies grow and grating them stability, or grating them stealth.
Elixir X: Drink Elixir X, becoming a rampaging brute or a whirling tornado. Underwater become either a withering plague or a whirlpool.
Something important worth noting about these abilities with random elements is that they all possess quite heavy cooldowns. They range from about 25 seconds all the way up to 2 minutes.
In a game where there is heavy reliance on the individual’s skill and timing of attacks, not know what will happen when you click a certain button takes away a lot of the required skill to use abilities at the right moments and often leads to frustration.
I believe the intention with these random skills were mostly thematic to the Alchemist-like subclass of the Guild Wars Engineer. While it may seem cool to not know what you’ll get when you drink a mysterious potion with an arbitrary name, it simply adds nothing interesting gameplay-wise, especially with the lengthy cooldowns of these abilities.
Having to decide when to use your 2-minute elite skill should not be an easy choice, but when it comes to Elixir X, there’s just no way to know if what you’ll get will be useful for the particular situation you’re facing. You might become a sturdy, high health, mobile, melee focused brute, or you might turn into a whirling tornado.
Here’s an example of the issues random spells have; Toss Elixir U, which is on a 1 minute cooldown, can either create an impassable wall, a wall that grants stealth, or a smoke screen that blocks projectiles. All serve different purposes and benefit you in different circumstances, but you never know what you’ll get.
All of these abilities can either treated as a gamble, expecting to get what you need, or they can just be used as pointless fillers, hopefully granting you something of use. Either of these are terrible from an e-sports point of view, or any competitive view (PvE too) for that matter.
I must point out that there are instances where random elements are more forgiving and work a lot better.
An example of this would be the Mesmer’s main attack with a Staff. It applies random conditions to enemies and boons to allies. The reason this isn’t as bad as some of the Engineer’s random skills is simply the interval at which this Mesmer ability can be used. Being able to continually cast something you are much less punished for not having luck on your side.
Basically my point here is – If anything random is involved, it should be reusable within a very short timeframe, else the randomness is too punishing.
All of the above listed abilites make up for a significant part of the Engineer arsenal and if this concerns you at all, please make your voice heard.
TL;DR: Randomness has no place in competitive gameplay.