As has been the general trend in Anet's skill "balances" over the past two years of Guild Wars, we've seen that they tend to favor the complete axing of skills experiencing a vogue in order to introduce numerous buffs to other lesser-used skills.
The problem is, they tend to nerf these skills as well in a similar fashion, introducing a never ending cycle of nerfs which ultimately lowers the power curve.
If we look at a timeline of Anet's skill balances:
September 2005
March 2006
April 2006
June 2006
July 2006
September 2006
October 2006
November 2006
January 2007
February 2007
We notice a number of things:
As time has progressed since September 2005, the frequency of skill balances increases, from an initial gap of six months, to once a month during March and April, then again in June and July. Guildwars, of course, needed some of these updates, as it was becoming an increasingly competitive game, especially with the release of Factions around this time.
However, if we look at the general contents of the updates, we notice a trend in Anet's balancing tactics.
Rather than testing a skill or class in a current, competitive environment, studying its effects, and analyzing as to how best to balance the skill's power in order to maintain its usefulness, Anet prefers to outright annihilate a skill from competitive play.
When a skill or class enjoys a period of vogue, in which many people abuse it to dominate the metagame, Anet chooses to let the banhammer fall swift and hard upon its victims. It's never a good thing when something truly "broken" dominates a metagame, but the fact is, with updates as frequent as Anet crunches out, there is no time for a healthy metagame to develop.
Before I played Guildwars, I played Magic: The Gathering, and the two games have been noted for their strategic similarities. I played Magic during one of the most problematic times in the game's history, the Standard Seasons when Mirrodin Block was legal. Mirrodin gave rise to Ravager Affinity, one of the most broken archetypal decks in the game's history, and the Mirrodin Metagame was focused almost solely around being able to contend with and defeat the Ravager menace. This was an example of an unhealthy metagame, and Wizards of the Coast, heeding the calls of thousands of frustrated players, implemented one of the first Type 2 (Standard Format) bannings since six years prior, which all but removed Ravager Affinity from the metagame (but not after the deck had made a strong presence at most of the high level tournaments, including Worlds).
The point of the Magic anecdote, is that even in times of an unhealthy metagame, it is still important to let a counter-metagame emerge, especially in a game as versatile and unpredictable as Guild Wars. With so many skills available, it is impossible to create a build that will dominate 100% of its opponents.
However, with the frequent skill updates, Anet forces periods of so-called meta-metagames upon competitive players, in which a large number of people take to playing a gimmicky build, with the sole aim of winning matches. No gimmick build is unbeatable, but they do run a high challenge rating, and it is for this reason that they beat many teams (who are unprepared to deal with them). However, before the metagame can balance itself out, Anet swoops in with another skill balance, and suddenly, nobody knows what is viable anymore.
The only natural result of such an action is for people to play the next most powerful thing.
And then we're back to square one.
This is not the way you nurture a healthy metagame; rather, this is a great way to stunt its growth.
If you disagree with what I'm saying, I offer these cases as proof of Anet's unwillingness to let a defined metagame develop:
1. The Case of The Ritualist
Ritualists, since their inception, have been a misunderstood class. They can heal, but not as well as a monk; they can deal damage, but not as well as an elementalist; and generally only excel at very specific niche roles. However, when the Ritualist was released, the potency of the class' defensive spirits was incredible, to the point of being overpowered. God-forbid players actually learn how to counter spirit spamming Ritualists in GvG or HA, Anet swoops in, brandishing the banhammer, and completely annihilates the one thing the class was good at: spirits. In one move, Ritualist spirit effectiveness, energy management, and usefulness went straight down the tubes. Spawning Power, while not very good in general, has now become an essentially defunct attribute, as it provides a useless buff to skills that Ritualists no longer use. Sure, you might see a spirit spammer here or there, but the vast majority (the few there are), of modern ritualists specialize in Weapon Spells. Their primary attribute is a waste, their energy management is shit, and their general strategy is nonexistent. An overall wasted class.
2. The Paragon
In a manner similar to the Ritualist, the Paragon had a game-distorting effect during its introduction into the PVP metagame. With Motivation shouts able to supply the party with near-unlimited energy, a near-impenetrable armor rating, and great ranged DPS, the Paragon was quite broken on the battlefield. However, rather than test skills in order to lower effectiveness, while still maintaining usefulness, Anet strapped an atomic bomb to the collective heads of Paragons everywhere, and turned the ignition key. Within a month of Nightfall's release, several Paragon skills were nerfed into the ground; into complete and utter uselessness. This was effective at fixing the problem of broken Paragons... at the cost of pretty much killing a class.
3. The Mesmer
Now, I hate being the target of a well-timed diversion as much as the next guy, but for the sake of the game, Mesmers should not become any worse than Anet has unjustly made them. Mesmers are one of the most skill intensive classes to play, and Anet just keeps making their jobs harder with a neverending stream of unnecessary nerfs. Mesmers are a key part of the power balance in this game, as they prevent caster based builds from becoming too overwhelmingly powerful, as well as being adept at hampering enemy monks and disruption in general. The Mesmer's role in PVE is practically nonexistent, and it looks as if Anet wants to make them obsolete in PVP too. The reason I say this is because so many normal classes dip into x/Me in rder to use Inspiration energy management skills, that Anet has been nerfing such skills just by association! Drain Enchantment, Energy Drain, and Mantra of Recall have all been hit hard with nerfs, even though they were most commonly used on Monks! Its almost as if they don't want Inspiration being used for energy management, as everything the Monk class has EVER used for energy management has been nerfed in some way (Right up to Zealous Benediction). This unethical practice hurts classes who rely on x/Me for energy, and Mesmers themselves, who need energy as well!
Furthermore, the actual content of the skill updates is oftentimes dissapointing. Most of what a "skill update" constitutes is a general buffing of some numbers pertaining to some moderately-useful-yet-unplayed skills, an obliteration of a few popular skills from the current metagame, major buffing of some new skills Anet wants you to look at, and some general all-around number fudging.
However, this style of updating skills has a critical failure:
No matter how much you buff a shitty skill, it will not become viable. I don't care how long of a poison duration Poisoned Heart grants; the skill is garbage and I will never use it. Signet of Clumsiness got a damage buff? It's still nothing to throw a party over.
If Anet wants to push certain skills by nerfing ones that are currently good, I see this as an unwarranted attack on the creativity of the player, who ultimately decides what goes on his skillbar. Such moves on Anet's behalf would indicate that Anet would like to control the current metagame by pushing skills upon us. This is something I'm not okay with. I don't want to play in a metagame defined by the people who make the game; I want to create builds for myself and compete against other like-minded people. This is the freedom needed in order for a healthy metagame to mature and grow.
This isn't a response on the current debate over the SR nerf. While I have a necro, and play him from time to time, I'm not batty about the class, and I don't think it limits their effectiveness in PVP overall (after all, how often does Soul Reaping really trigger in gvg?)
I know I'm leaving out the PVE Perspective of this game, but we already know that Anet makes updates with only PVP in mind, so this is what my article is focused upon.
Guildwars is a fantastic game, and Anet continues to do a great job in maintaining and expanding it. However, they would do better to listen to their player base and put a little more thought into their skill balance changes. Nobody is perfect.
C

