"Nerf" or "Bug Fix" aren't mutually exclusive
To understand how that happens you have to understand that balance is a two way street, as much as some people like to believe it isn’t. Classes/professions evolve based upon the preferences of the playerbase as well as the preferences of the developers. This isn’t as simple as mere feedback, although “we want this” is important. The majority of feedback is subliminal, and contained simply within the types of playstyles and dynamics players develop to be effective with a given class/profession. These dynamics are rarely intentional, and professions aren’t always played the way developers likely intended on paper (“What do you mean the thieves are just going into stealth as often as possible mid-combat for stealth strikes instead of using the awesome traps/venoms?”) Good developers, however, recognize fun player-developed playstyles and dynamics and strive to build upon them. What you get after years is an entity not wholly created by developers nor players, but a compromise that gives developer-created structure to player-created tactics and ingenuity in applying their toolset. At some point unintended dynamics, be they bugs or merely unanticipated implementations of a given toolset, become part of the profession. Further, much player feedback can be gleaned from what goes unsaid, for instance a profession whose damage is broken in a positive way will not ask for more damage since they are satisfied, and a fix can disrupt this balance after years of the game accounting for it.
To bring this back to the specific example in GW2: Infinite Shadow Return was a player application of an unintended mechanic. It is a bug, absolutely, but it was part of the profession at this point as well. The developers had two options: they could’ve nurtured the dynamic by supporting it with new mechanics (changing the description, reworking the pathing, or even something like benefits for returning over longer distances), or they could bring it back in line with the intended mechanics (the nerf they implemented). They’re both viable choices, but they have real effects that cannot be ignored. Some portion of the thief community had come to rely on this unintended mechanic as a method of mobility. As a result, the subliminal feedback (how they played, what they didn’t ask for) of those thieves changed, the desires of the thief community changed, and the thief was balanced around a bug. Now, a year is not a long time (there’ve been 5-6 year examples of ingrained mechanics being removed in older MMOs), so damage to the profession wasn’t as bad as it could’ve been, but the idea that it wasn’t a nerf and could not affect balance simply because it wasn’t originally intended is patently false.
tl;dr – Infinite Shadow Return (and as a result, the thief profession) was nerfed by a bug fix. There’s absolutely nothing wrong with that statement.
(edited by Tulisin.6945)
In response to your TL;DR, I can agree that Shadow Return is buggy but the change did not address what’s wrong with it.
To change something to fix a bug — yes it’s a bug fix.
To change something with the intention of weakening — that is a nerf.
Looking at Shadow Return, the bug was never fixed instead the “fix” introduced many other bugs. The change was an obvious nerf because none of the bugs reported were ever addressed given that this is their opportunity to make the fix.
Anet call it a bug fix and everyone just start chanting “bug fix bug fix.”
But I, for one, am willing to concede. If the reason it is bugged is because the skill doesn’t function based on what the tooltip says so, then they better fix every single skills based on the tooltip.
Ooh, I can’t wait for their reasons to wiggle out of this one.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Return to your original location
It no longer does this, bugged.
https://twitter.com/TalathionEQ2