I’ll try and keep this short and to the point – time constraints on my side.
A general thought process from others seems to be that they want IR to replace DE. But looking at the IR trait, it’s to supplement DE and active clone generation through the use of shatters (pretty simple point and purpose). With IR in its previous version, you’ve essentially had two clones out at any time after the initial clone is generated.
Not only does that improve your shatters, but also your healing and overall confusion from players. That’s not a bad thing, though. From my understanding, that is what this trait is meant to do. The part that becomes seriously overpowered is the use of Alacrity and then you can just roll your shatters and hit with 2 illusions per shatter without actively generating an illusion.
That is huge because now you’re Mind Wrack, Diversion, and Distortion have no illusion down time where you then need to build them up (albeit, rather quickly to produce). It was extremely easy to pump out 3+1 clones in rapid succession and with Alacrity buff on you, your shatters are exponentially improved just by pressing F1-4.
Ultimately I’d rather they place a very small ICD on it rather than the two clone limit.
There’s some ameliorating factors I think you’re not accounting for:
1. It’s not exponential. 100% alacrity is equivalent to 40% cooldown on skills (that’s true across the board, but less than 100% alacrity uptime affects longer and shorter cooldowns unevenly, with shorter cooldowns benefiting more from less alacrity). Now, 40% is still pretty strong, but your view is exaggerating the strength of the alacrity.
2. They nerfed alacrity generation by 25%. That is a direct nerf to the problem you’re concerned with already, and should be taken into account, but it was not. It’s like the metaphor some folks are fond of using, that when Anet needs to slice off a bit of cheese, they take a chainsaw and cut through the whole table as well.
It can be worthwhile to nerf something, but if you identify 3 different ways to nerf it and do all three, you’re probably overdoing it.
3. Rolling across the shatters has a serious opportunity cost. This was mentioned above: if you use your Distortion and Diversion to fuel Mind Wrack and/or Cry of Frustration, you’ll find you don’t have them when you need them. That’s a cost.
4. Chronomancer doesn’t have dps traits. Danger time is the only one, and it’s not relevant to IR builds. Most builds that go Chrono had to replace Dom, Illusions or Dueling (few replace Illusions), and all three of those have sizable dps traits. In other words, Chronomancers deal less traditional damage, both through their own skills and through phantasms. Phantasms don’t get a damage boost through Chronomancer, so shatter-chrono builds are left to try to leverage “moar shatters!” to get there. That means arguing that they do more shatters because of IR is a moot point, because that’s what we want them to do in order to be competitive!
5. Chronomancer has no defensive traits. Unlike Chaos or Inspiration, Chrono has no defensive traits whatsoever, beyond slow, which again isn’t relevant to IR builds. So a chrono has to either choose to go Inspiration for defense, and lose yet another dps tree, or go dps to not lose more damage boosts than they did by going chrono. Most Chronomancers (bunker theory aside) seem to have chosen the dps route, meaning Chronomancers are more fragile, which means it’s a high-risk, high-reward kind of build. That’s bad design if you nerf it to “high risk, average reward,” because then people just go back to the old builds.
6. Elite specializations are supposed to be more powerful than regular trait lines. That’s why they’re elite, that’s why you’ll only ever be able to have one elite spec, that’s why you have to pay to get them, that’s why the Verdant Brink is harder than any existing PvE zones. If Tempest isn’t more powerful than Water/Fire/Earth/Air/Arcane, then either Tempest needs to be buffed or Ele needs to be nerfed (both are probably true).
If Reaper isn’t more powerful than the other trait lines, it needs to be buffed. And so on.
Those are specific caveats I don’t think many people have kept on their minds when discussing the Chronomancer’s power.
But I’d like to make a design point I think is even more important, and you’ll have to follow my logic:
- Anet wants mesmers to shatter more, both in pvp and pve
- Shatter damage is great burst damage, but terrible sustained damage (do the math, it just can’t keep up)
- Increasing shatter damage to make it worthy of being sustained damage would raise mesmer spike too high—people complain enough as it is.
- Therefore, there are only two viable ways to make mesmer sustained damage competitive:
1. Decrease shatter cooldowns, or in some other way enable mesmers to shatter more often.
2. Enable mesmers to have a decent alternate form of damage alongside shatters.
- Phantasm damage and shatter damage are contradictory as they are. You can’t keep up a good shatter cadence and still have your phantasms doing enough damage to be considered “sustained”. I’ve done the math, exhaustively. It doesn’t work out.
- Chronophantasma is clearly an attempt to follow solution 2, by enabling an interweaving of phantasm damage and shatter damage. It’s cool, but it still doesn’t quite get there (I’ve done the math). The added 1.5s of distortion will weaken that a little further.
- Chronophantasma also doesn’t solve the original problem with mesmer sustained damage, that phantasms die too easily to be reliable dps in a lot of content (especially pvp, but also in pve).
- Alacrity on shatters effectively works on the first solution. It doesn’t increase mesmer spike damage at all, it just decreases the time between spikes. But without more clone generation, alacrity on shatters can’t contribute enough to make up for the sustain damage loss, and few if any mesmer builds can generate illusions fast enough to tune Alacrity up above the potential of the other trait lines.
- IR provides that clone generation. Total clone generation isn’t any faster than Deceptive Evasion really, but combined with Alacrity it spawns clones in tighter strings than DE does.
The point is that the problem you’re complaining of is in fact the selling point of the chronomancer for shatter dps: a way to turn shatters into sustained damage without making Mesmer burst damage any more powerful.
If that’s too strong, the objective should not be to disable the combo, but to turn down the numbers in some way.
One solution would be to move IR to Grandmaster tier, so it’s competing with Chronophantasma, and thus no longer able to combo with CP directly, cutting out the super-zerker combo that Robert Gee mentioned.
Another could be to reduce the illusion requirement to 1 illusion. This wouldn’t prevent shatter-chains, but it would enable counterplay: a well-timed cleave would cut off the shatter-chain at its knees, so pvpers could stop the shatter-chain before it gets going.
Another would be an icd solution, but too long of an icd and it becomes worthless. I’d say more than 2s would be too long. 1s would be closer to viable, while still chopping off the shatter-chain if you’re really worried about it.
Additionally, an icd on IR makes the whole trait backward. You have to shatter to get a clone, but clones are only useful for shatters, so you’re just left hoping that your clone survives past the icd so you can shatter again without losing the benefits of IR, but clones just don’t survive, man. At any icd longer than 1s, I’d say they’d need to invert the trait, so that you don’t summon a clone after the shatter, you summon a clone as part of the shatter.