My overall point is that balance discussions should revolve around realistic setups rather than ideal damage against an unresponsive target. While it’s certainly fun to show how much damage you could theoretically do in perfect scenarios, much of the "wow" factor from the video (such as showing how low you can get a 3k armor target in a "single" burst) relies on extra damage that you wouldn’t normally be able to get. We’re already seeing comments in other threads about how shatter mes is doing 30k bursts from stealth and how building tanky is useless because even Guardians with sentinel amulet get one-shot from stealth. So, while I enjoyed the video and appreciate Arken and Rylock putting in the effort to make it, I’m wary of perpetuating the idea that shatter bursts hit harder than they do in actual usage. Shatter damage is super high already, we don’t need to exaggerate it :P
In practice, the only part of the burst that is instant and unreactable is Mirrorblade+Mindwrack(+Fire/Air proc). Even the Mindstab is slow enough that a good player will avoid it some of the time. The iZerker is certainly used for baiting dodges, but my point was that it’s unrealistic to add it to the burst damage the way the video does. Any damage after the Mindstab is unrealistic. Again, if you watch the actual duels, Rylock isn’t landing instagib 20k+ stealth bursts. Real bursts do very high damage, but they’re not quite as outrageous as some of the setups being shown in the earlier part of the video.
In my own playing since patch, it seems that a large part of the problem is the ferocity on the zerker amulet. The difference in damage between a burst that fully crits and one that doesn’t is comical (i.e., one-shot vs. half-health). Non-crit Mirrorblade does <1k per hit, for example, which is completely reasonable. Sharply reducing crit damage would bring down the ceiling of achievable damage, while also reducing RNG. Burst damage should be reliable; you don’t want people living or dying based on how many hits crit (Fire/Air RNG procs are also a problem, but we’ve all talked that one to death in the past). I disagree with the suggestion to nerf Fury, because that actually increases RNG, and still leaves the possibility of achieving absurd damage if you get lucky. Directly addressing amulet stats also has the benefit of toning down damage for other outlier builds, because let’s be honest - mesmers aren’t the only ones doing insane damage in this patch.
Rylock, my point in items 6 and 7 is that since a ’tournament’ build takes portal instead of decoy, the stealth opener would burn torch 4 and blink (not to mention weapon swap CD if you were still in combat before engaging). That leaves you in melee range, in GS, with no stunbreak. Sure, you’ve got f4 and blurred frenzy, but on a light armor class with 15k health, I’d classify that as risky :P. Also, +1 situations have always been terrible for the guy getting jumped. Let’s not pretend the target would survive if it was a thief jumping them from stealth with basi+steal+backstab :P.