Mesmers don’t need additional baseline functionality. That just makes the class more difficult to balance and creates builds with no trade-offs or opportunity costs. Shatter mesmer was always high-risk, high-reward, and it should stay that way.
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As I already mentioned, mesmer is a very difficult class to balance properly. If we remember the perfect storm of a bunch of slightly overtuned skills culminating into the balance nightmare that was Chronobunker. There wasn’t a particular trait or skill that made Chronobunker inherently overpowered (except for maybe Well of Precognition). It was a bunch of spread out traits and abilities that were simply too effective when you combined them together.Likewise, if you just give a blanket baseline buff to mesmer, there could be unintended consequences. Condition shatter is probably what I would worry about the most. It’s already fairly viable at high level play. If you give it a nudge with a baseline buff to shatter functionality it could become very overtuned. If you’re going to buff shatter mesmer you need to create mutual exclusivity. What am I going to give up to gain a more effective burst?
I think those last two points are more indicative of how badly chrono was designed as an elite spec and how they try to balance the class differently compared to other elite specs.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-19-2016/first#post6122828
When reaper was considered OP, they could nerf RS#3, 4 and 5 while not touching DS #3, 4 and 5.When chrono was considered OP, they couldn’t nerf chrono F1-F4. They wouldn’t nerf F5 because it’s the only new class mechanic added. They had to/chose to nerf base mesmer.
If a buff to base mesmer F1 functionality wasn’t a buff to Chrono F1, they could actually balance a high risk-high reward base shatter mesmer with a support and defensive shatter spam on chrono.
I’ll half agree with that. There are two parts to the problem. One is that Chronomancer as an elite spec has to be balanced around the mechanics which affect CDs: Alacrity and Continuum Split. I don’t know if I would call this inherently bad design, but I’ll acknowledge that it can be problematic or at best require additional caution when it comes to balance decisions.
So far though, it’s only really been a problem in one game mode. If you combine a bunch of really strong defensive traits and skills together and add in an elite spec that can either reset CDs or make them dramatically faster, AND you play it on a gamemode that revolves entirely around capturing and holding nodes, then you have a problem. Chronomancer only really has a problematic design when it comes to defensive mechanics. There was never a gamebreaking burst or DPS Chronomancer build that needed to be nerfed; only a really stupid bunker build. That doesn’t mean that an OP damage chrono build couldn’t somehow appear if buffs were introduced, but I don’t think that means that Chronomancer is a design failure. You can introduce and balance shatter buffs with Chronomancer, you just need to focus on traits so you create choices and trade-offs.
A lot of the things we don’t like about balance are simply because of Conquest. There are builds and specs which are viable for holding and fighting on node, but would make a lot less sense in a different context.
(edited by nomdeplums.5780)