Coalescence of Ruin probably needs to be toned back a bit. I won’t say cut in half. But maybe pretty close. Or atleast have a longer cooldown. Yes in a 1v1 its balanced. But in a team fight this skill is pretty kitten terrifying. And in places like GvG’s or WvW. This skill is the king of the field. It can also bug in some cases so you get hit by two pulses at once. Which is….rather lethal.
Thing is, if you want to balance numbers you want to consider all factors possible in an optimal state, and in team fights (since you use this as an example where it is supposedly broken) it is actually less possible to pull off repeated use. Consider a 5v5 where all is 100% organized, where one wants to shut down the most logical targets, such as someone spamming a CoR into a group, not to mention said rev wont have that chance as theyll be moving around alot. No group stands in a narrow path 100%, and to get max damage in CoR one has to stand where the second animation hits. It’s not like ur usual pug where people are standing in packs beating on one guy, not paying attention to stuff around. You cant balance stuff around that, which is what you’re experiencing.
The traditional shiro/herald rev doesnt have the tools to stay in the heat in a +1/group fight. Hammer is also not usable when enemy is in your face, it cuts down the damage by alot as strafing around will interrupt your attacks/make CoR miss.
And you cant use WvW as an example, that place is a Power creep. For WvW just equip a mortar and spam 1 on a 1500 range, it can even og above wall of reflection, and thats just fine. Since you brought up bugs then this CoR skill will also miss/not hit when theres a slight displacement in the path ahead, like a rock.
Your making it sound like this skill is difficult in general to land. When it really isn’t as long as the opponent for facing is distracted. It has a rather wide cone of effect. And its pulsing nature gives it the potential to hit a target even if they narrowly run out of a previous pulse. It also is unaffected entirely by things such as reflects and projectile destruction. Lets both be completely honest here. This isn’t a difficult skill to use.
The damage potential in 1v1 is fairly balanced as I said. But the higher the number of players involved the more bloated the skill becomes. In a 5v5 you can sweep an entire team fight with it.
Also saying WvW can’t be used as an example is kind of bullkitten. As last i checked it was one of the three core game modes.
I will however make my words on it short as this is the PvP forums after all. HOWEVER unless ANET is willing to split skill balance. Then this will remain an incredibly bloated skill for the WvW and GvG community. Practically replacing entire backlines with just revenants. And still leaving it as an INCREDIBLY powerful aoe skill in PvE. Regardless of what your fighting.
Part of what makes this skill so strong is that its a SPAMMABLE nuke that can bypass all of the natural defenses against ranged combat. Including the entire frontline. Be that in pvp with a guardian popping a reflect wall. Or in wvw where you clip the entire melee as well as the squishies behind them.
As for not balancing it on perfect scenarios. I have seen it brought up time and time again in these forums that this game is NOT balanced on 1v1s but on team fights. Changing the tune now only smells of hypocrisy. If were going to change our view on balance every time something we DONT want nerfed shows up. Then simply put any agreement or mutual understanding is impossible. Because the base definitions of the arguments will twist so much that no two people will truly understand what there discussing.
Edit: I would like to say I did not fully grasp what you stated at the begging. I thought you were speaking AGAINST balancing in a team fight. I apologize for that. My only excuse at the moment is exhaustion it has been a long night. However the rest of my points are still valid to my knowledge.
Edit 2: However. I will say that assuming 100% organization involves balnacing the game for less than a percent of the population. I am not sure that is the best move for the health of the game. If it was. Turret engineers would still be a thing. The top players with proper organization had only minor difficulties with it. It was the general population that had the biggest outcry over it.
(edited by Shadelang.3012)