the problem both of you are ignoring, is that whats fun in pvp and whats fun in pve is dramatically different, its not just about power, its about mechanics.
for many moons, confusion was almost completely useless in pve due to pvp balance
for many moons illusion of life is not worth it in pvp due to pve balance. the fact is the two modes a drastically different in playstyle, goals, and responsiveness.you will never have retaliation make sense in pvp and pve with the same ruleset, it just doesnt work.
lets take a look at might, in pve, might is a group effort, maintaining it and having everyone benefit from it is the name of the game, why reduce the effectiveness off good play? dont say because some dont have access to it, for most jobs the best way to stack might is through combo fields and team coordination, and everyone has blast finishers, and the ones who have few tend to have fire fields.
fact is spvp is not a good base for balancing, it is a specific mode, with specific needs, it will always be so, unless they can make pve encounters more like pvp, which aint gonna happen
you dont notice the small changes, but overall you notice that your charachter is a lot less effective than they used to be in various ways. Sure you can still win, but is it as exciting?
the focus of skill design in pve should be around creating exciting worthwhile feeling skills/engaging abilities. The focus of skill design for pvp is creating a good fair match with counterplay. Its just wildly different goals.
It sounds like you’re on the same wavelength as the people Ensign was talking about, those who believe that PvE skills should only be buffed, never nerfed. However, developers also have to consider the effect that skills/traits and mechanics have on PvE content. If a skill or buff is too powerful, it can further trivialize already trivial content. ANet has to decide whether to please Home Improvement fans (More Power!) or please those who want a tiny bit of challenge in PvE.
Might will still be worth stacking next week. Might-stacking will still reward coordinated play. The reward will be somewhat less, but it will probably still be the go-to mechanic. If, as seems unlikely, it makes room for other combo fields than fire to be welcome in PvE, I would have a hard time thinking that is a bad thing.
As to Confusion… I am unsure whether the PvE/PvP split of this debuff’s damage is going to make PvE use more desirable. If most mobs die before they use two skills anyway, the damage increase will not be that noticeable. Also, enough skills produce confusion that in any decent zerg, one’s confusion might not be felt at all on longer-lived bosses.
its not really about buff and never nerfed, its about the difference in the way encounters play out.
for example, in pvp, someone having easy access to faster run speed (or escapes) is an unfair advantage.
In PVE, it is not, the monsters are not moving much and faster movement speed skills only allow you to get in and out of battle, or dodge deadly attacks more easily, which would make a lot of sense as a defensive skill for say elementalist or thief.
how often a theif can cloak and dagger is about fairness in pvp, in pve its about fighting rythym and max damage.
All these changes sum up to watering down of the style of each proffesions play. That sacrifice makes sense in pvp, where fairness and how it feels to fight against something is of paramount importance. But neither of these are even considerations in pve.
I have to wait .5 seconds on my mesmer to pull monsters for control/interupts because in pvp people felt other players werent given enough time to respond. This has elimated key party saving control for mesmer in pve, and made the skill a lot less usable/logical.
oh snap! 5 enemies are going to kill billy! let me pull them away! in .5 seconds… oh billy is dead.
Its not that pve skills should never be nerfed, its that if they are nerfed, it should be for pve reasons, in ways that are consistent with class designs/play and make sense for pve