I just have to say, Warriors pay a similar price. There are several traits tied to how much adrenaline they have and so it is not “free” to just throw it away and get nothing (missing burst skill blow all adren) now have less healing, less crit etc… Same type of trade-off.
They also have to use skill/utility/heal or get damaged to get adrenaline.
Yes, a huge number of warrior traits are tied into adrenaline. There are a lot of things adrenaline can be used for. Condi cleansing, burst damage, and even restoring itself. My point is that even if warriors never trait anything for adrenaline, they will still have those skills available to use when the time comes.
Anet has never said “We want warriors to use adrenaline” – duh, why would they! It’s obvious that adrenaline is a huge benefit to a warrior. Yet Anet has said more than once “We want mesmers to shatter more”. There is a reason for that. A reason why mesmers use their class mechanic less than all other classes.
No disrespect, but effing DUH! That’s the entire point. That’s why our shatters have been so immensely buffed with all of our baseline stuff as well as the ability to trait for multiple shatter traits… It is now VERY lucrative to shatter no matter what build you’re playing in most cases. There is a lot less drawback from shattering than there was before the revamp. That is a fact.
Personally I don’t think Anet should worry about what playstyle people choose to have – all they need to worry about is balance. If as a mesmer I never shatter, that should be none of Anet’s concern. I feel uneasy when they talk about imposing a particular style of play on me.
The class mechanic is to shatter. It’s not about playstyle, but more about basic design. It is inherently bad design in and of itself if for whatever reason, we are discouraged to shatter. For 3 years now, we have been discouraged to shatter. Even our best build (power) was limited because of the design.
What they’re imposing on you 3 years later is what it should have been at the start. Sorry you’re having trouble adjusting.
I feel the mesmer is not defined only by shatter, but also by phantasms, clones and (maybe) mantras. It’s a very weird philosophy of Anet’s if they care about people’s playstyles! How does it matter to anyone?
I don’t think you read my post. It’s not about playstyle. It’s about reinforcing the basic design of the class that was poorly implemented in the beginning and for the last 3 years. The Mesmer is not defined by Mantras (classes are starting to share utilities via specializations; see Wells) but by illusions and shattering. Think Lyssa the dual goddess and the Chaos line. Mesmer has always been a “pull & push” kind of profession.
If that is truly the case – if you truly believe that shatters are the defining aspect of the mesmer, then I think it’s very sad that mesmers are the only ones with a mechanic that actively harms them by destroying phantasms. I mean sure, you get benefits, but you lose something as well. The mesmer is the only class that needs to make these “short term vs long term” decisions.
It’s all very well for those who trait to shatter. But if Anet sticks to its philosophy, then for people like me (a full 3 clone shatter does around 1.5k damage), it’s a complete game breaker, merely because I choose to use other class mechanics. And why? Because my playstyle doesn’t like risk.
You’re essentially saying “Mesmer is the high risk profession”? And why should it be that way? Any class should be able to be risky if it wants…or to be tanky if it wants. No class should be slotted into a given playstyle.