Lets lean back a bit and look at the broader picture of the entire game design. A sniper on its own isn’t that much of a problem. I take it most people can agree on that. They telegraph their abilities, and can be avoided if you know what to look for. However, in the world of HoT, being a lone individual doesn’t happen too often. There are always some sort of other monsters lurking around as well.
So recap so far; lone monster not that bad.
So lets move on to how HoT is really designed. The monsters are most of the time not alone. They are accompanied by 2 or 3 others. Now some combinations aren’t that problematic, mender and sniper per example. Other combinations however can be a bit more tricky to handle. And that’s the core problem of most of the enemies in this game, they’re rather balanced alone but in a group they seem to pile up abilities without there being a group logic to what they’re doing, they’re just doing what they would if they were alone and that can be rather devastating. I’m having a very hard time believing anyone saying they’ve cruised through HoT without encountering some group of monsters that totally wrecked them, I believe more a show of that “me Tarzan you Jane” mentality rather than the actual truth.
Are we talking about the same enemys that get rolled over by the player zerg train and even though they might down a player here and there, the vast amount of players simply runs over them? Even event scaling does not prevent this.
Or are we talking about that nasty group of 5 enemys you encountered solo or as a duo and likely bit off more than you could chew?
If it is the first case, I see no problem. Zerg kills all. In fact the enemys might need to get buffed with some anti zerg mechanics.
If it is the second case, it might be due to 1 of 2 reasons:
- better timed evasion needed
- more stabilityif enemys are stunlocking you and you didn’t bring something along to prevent this, the fault lies with you not being prepared. yes, it might require changing those utility skills once in a while. That’s what challenging content does.
We’re talking about on your own here, per example in solo scenarios. Thought it was quite obvious.
As for stability; I’m playing as a revenant with Inspiring Reinforcement used on CD. I’m not positive but I think that’s about as stable as you can get, that is until it’s on CD that is.
As I’ve said, the enemies are in most cases fine on their own, but as a group their AI is thrown out the window and doesn’t function properly. That’s when you can end up stun-locked, and there are a couple of places where that’s rather probable.
Take Shiro, use https://wiki.guildwars2.com/wiki/Riposting_Shadows when needed or switch into shiro from your main Legendary stance (which will likely be Glint in pve). Wait for cc to hit, press button, problem solved.
If you can’t get out of cc with a rev, you are doing it wrong.
Granted, but beside the point, as there are a whole lot more classes than just Revenant. The point here is that certain combination of monsters have a nasty ability to stun-lock you from actions, combined with dealing heavy damage. If you’re per example knocked down by a mushroom charger in the middle of a field of goo, you’re lucky to survive. Or if you’re stun-locked on top of a sniper line.
There are many variables to take into account and it’s impossible for a human player to keep track of every variable going on and counter act them. Simply because there are no group AI in this game, and thus all enemies act as if they’re on their own, and on their own their abilities are easy to counter, but collectively they can turn a situation into a rather nasty pile of carnage.