People stating that “it’s game breaking to lose adrenaline outside of combat” …
What do you think Mesmers have been doing with their Illusions and Shatters since even beta?
(1) Our target dies
(2) Our illusions all die because our target died
(3) We have nothing to shatter with and 2/5 of our weapon skills just auto-killed themselves because our target died.Not to mention that illusions can be killed by a stiff breeze in most Mesmer builds. Can your adrenaline disappear due to a stray AOE or bouncing attacks? No?
Now let’s talking about losing adrenaline when your burst skill misses.
A Mesmer shatters. If they miss, their Illusions are still gone and they need to replenish them. However, on top of this, those illusions can be killed before they shatter … I can have 3 illusions out, tell them to shatter my target, and then a stray AOE kills them.
But, sure, it’s game breaking that you lose adrenaline when you miss a burst skill. You just hit with whatever abilities you wanted and/or got hit when Cleansing Ire to gain adrenaline to use your ability. Mesmers used 2/5ths of their weapon skills, any number of utilities, and/or dodge rolls to generate illusions for their shatters.
What’s that you say? Our Illusions do damage before we shatter them? Yes, that is true, but your adrenaline regenerates your health, increases your damage, and/or increases your crit chance depending on your build as well.
I hope this highlights how ridiculous it is to complain about losing adrenaline out of combat.
It is far from game-breaking … Mesmers have been dealing with mechanics that are “worse” since the beginning of Guild Wars 2.
On the most part I agree completely with you when it comes to Mesmers. I play both classes a lot, and the main issue really is, the Mesmer can create clones, go into stealth, etc. There’s a general mechanic to confuse enemies for mesmers, although I agree about your point about your illusions just disappearing when your target dies is kinda broken. A warrior on the other hand just kind of stands there (sort of). Sure he can dodge and leap or charge, but closing gaps is a big problem at the start of fights. My point is, the mechanic, although very very similar, playstyle between classes is very different.
I have no qualms about the loss of adrenaline whether you hit with your skill or not, to me, that’s fine. It’s a hit to warriors, but I believe it’s 100% fair. My issue is the loss of adrenaline the moment combat ends, because of the way warriors’ traits are supposed to work in conjunction with adrenaline.
As an example, I use GS a lot, and with my (and a lot of people’s playstyle) I never use the adrenaline skill for GS. The usage of adrenaline is a strategic one because of the way warriors were designed. I used to use the “increases crit chance depending on adrenal level”, so the way I played that was, build up my adrenaline and never use it for the crit chance increase. Same with berserker’s power, I like to keep my adrenaline and not use it for the trait to work. These traits, to me become useless in general PVE because most mobs die before you can really use it properly.
In WVW, I use it to help survive the burst of condi builds which people, at least in my experience, like to open with. Now I have to take the bulk of it before I can make a move. Without it, we are sitting ducks until after the fight begins. If anything, I think adrenaline should take longer to deteriorate, and at a slower pace. I agree that maintaining all adrenaline all the time is not fair, but going from that to a complete cold turkey is way too much. Even thinking of how adrenaline works realistically, adrenaline doesn’t just go away immediately after an event happens, it takes awhile to calm down.
So like I said, everything you’ve cited is very much valid, but it also seems that it comes more from a point of view of a Mesmer player than a warrior player.
(edited by Wreckless.5690)

But thanks for the offer though, that would’ve been awesome hehe.