Game Priorities
I recognize that WvW is usually not on the top of the list when it comes to game design or character balancing. This is usually because it can vary greatly depending on the scenario. You have up levels, non up levels, consumables, buffs, size differences and countless other factors that can create an unbalanced combat scenario. Heck just going from tier to tier is different for example in lower tiers things like Stability aren’t as much as a factor.
Stability and CC
In Tier 1, many cases you have large groups of 20-40 people who are all throwing out large amounts of control. While certain CC effects like Static Field can only affect you every so often, other hard CC’s such as Line of Warding, Unsteady Ground and similar skills can affect you an unlimited number of times for their duration. Often times a simple stun break might get you out of that Static Field instantly applied on top of you, but it won’t protect you from the follow up CC that you’re going to run into with walls and other CC (such as Guardians/Warriors using Leap).
It’s crucial then to understand that good sources of Stability post Stability change typically involves a few stacks from a source with a medium cool down and medium duration. A great example of this is “Stand your Ground” which provides 5 stacks, for 5 seconds, with a 30 second cool down. This is often enough Stability to push through the large amounts of CC and keep functional. Understand that total uptime is irrelevant, but rather multiple stacks to make it through multiple CC is critical to function on the front line.
Inspiring Reinforcement
Inspiring Reinforcement got reduced a bit because the potential uptime of stability was just too high when comparing to other stability skills; it could be kept up permanently. Besides that, I tweaked some of the other skills to make them feel better.
Inspiring Reinforcement: Decreased the stability per pulse from 6 seconds to 1 second. Increased the recharge from 5 seconds to 10 seconds and its energy cost from 25 to 30.
With that in mind, we now look at the changes to Inspiring Reinforcement. While we stay in the field, we have Stability as it pulses every second and we get 1 second of Stability. This is completely non-functional for WvW.
One of the biggest issues is IR will only give you one stack on the run. As you can see in this video if you run with 25% run speed or 0% runspeed you only get a single stack on the move even with a 6s duration. As part of this issue is it doesn’t give Stability right away leaving you vulnerable to CC (I have another video of that if you want me to upload it).
Proposed Change
I would propose the following changes to keep it balanced for other game modes but make it more functional for WvW
1. It gives the first pulse immediately on the ground and under the Revenant’s Feet upon casting. This means the Revenant who casts it will be affected by it immediately.
2. After the initial pulse on casting, it pulses a second time after 3 seconds.
3. Each pulse it grants 3 stacks of Stability that has a 3 second duration.
This has a number of effects. It’s the same total duration of Stability, 6 stacks over 6 seconds. With the Glint Grandmaster Trait it’s only 8 stacks instead of 12 total. Even with +50% boon duration on Facet of Nature that’s still only going to give you less than 100% up time on Stability. It also creates rewarding game play where if you stay in it the full duration you get a second burst of Stability. The only net difference is this version is actually useful for WvW where as the current version has no place.