Ok first off. Read these 2 things before you reply
1) it needs a nerf. Duh! But not for reasons you might think
2) in my opinion this type of rune should have never been added to the game AT all. And should BE REMOVED
This single small rune has started such a huge amount of balancing problems with high condition damage builds with a moderate amount of interrupt potential. Thus it would be simpler and far more fair for everyone to remove it.
Anet I think really does not communicate enough with us- the players. The perplexity unhappy surprise bomb at the queens gauntlet is proof enough of that. I think they should consult with us-The players. before adding anything pvp combat changing to the game like this.
What should be done if nerfed is
1) reduce the inflicted confusion base duration to around 5 seconds.
This reduces the opening that the user of perplexity can increase the amount of stacks.
(y’all get that? By reducing the duration you are actually reducing the amount of confusion stacks. How? By reducing the window that allows them to stack the confusion to a high degree before the duration ends)
AND it reduces the amount of time that the opponent being attacked is withdrawn from regular skill use. Before it was around 13 seconds. With this it would be around 6 seconds.
AND it will actually reduce the amount of damage you will take overall after the entire confusion duration by around 50% if the duration is cut in half like I said it should.
Those are the biggest 3 problems solved while still allowing the rune to be useful.
2) if. and only IF it is given a cool down on the 6th ability. That cool down should not be more than 2 seconds. Assuming that it is combined with a duration nerf!
I would have it at 1 second in combination with a 5 second base confusion duration. Giving a 4 second window to stack 10 or more stacks of confusion for 4-1 second with interrupts
Reason?
Because a interrupt is not completely controlled by the person using perplexity. It is a combination of the targets actions and the users actions.
“Perplexity will not work if the target is not casting at the time of the cc. regardless how many cc’s the user uses on the target.”
Granted some specific class’s and specific builds have access to a lot cc. And that does give them a advantage. Though not as much as you have given them credit for.
a interrupt is entirely your fault if you are the one being interrupted Especially if more than once in 1-5 second period.
From what I have read and seen everyone is simply not trying to prevent themselves from being interrupted. Nor have even considered the idea that the confusion is in actuality directly related to how they are playing more so than their opponent. and just cast their spells one after another without thinking of the possibility that their skills may be interrupted.
There are many ways to prevent someone from interrupting you. Stability is the biggest and most obvious option.
However the most useful tool is knowing what to cast in a priority of hardest skills to interrupt to the easiest skills to interrupt. Depending on what you know about your opponent and his current and possible future actions regarding cc.
For a example when I fight a off hand pistol perplexity theif. And they spam the head shot (#4 skill.) , and interrupt me once. I don’t cast for a small period of time and tank their cc WITHOUT casting skills until they are done spamming their cc’s. And if I do use a skill during that time when I am being cc’ed or about to be cc’ed or the potential of being cc’ed. Those skill(s) are only insta casted skills or short-cast-time very-hard to interrupt skills.
Guess what? I don’t get interrupted a lot. Even with opponents that have a lot of cc(thief,engie,warrior, Mesmer) and that is simply from actually taking in to account what my opponent is doing instead of only what I am doing.
Granted I do sometimes get interrupted from instant cc or from a cc I did not see coming. However for the most part I am not interrupted from the very obvious cc’s.
In truth this rune rewards interrupts not cc. Granted more cc = more possible interrupts. But in actuality interrupts is simply = cc + opponent casting a interruptible skill.