14 Apr 2007 at 04:36 - 96
Okay, first of all, thank you to everyone who has been keeping this great discussion going.
I'd like to place some emphasis on some current skill balances by Anet which have solidified, in my mind, that they often don't really know how it will affect the metagame.
Cases in Point are Mind Blast and the Conjure enchantments. During the April 10th update, Mind Blast was reduced in damage duration (it currently does less damage than Flare at any level of Fire Magic), immediately after receiving a significant damage buff on April 5th.
When people started using Mind Blast in conjunction with Mark of Rodgort for a near-Searing Flames effect, Mind Blast was reduced significantly in damage. Mind Blast, as stated before, does less damage than Flare, with the only boon being the minimal energy gain you get from spamming the skill (If you're an Elementalist using this skill for energy management, there are much better elite options available). There is now no point whatsoever to use this skill.
The common justification for the nerfing of this skill is that it became degenerate with Mark of Rodgort. However, I fail to see how this is even NEARLY as broken as Searing Flames used to be.
Now, Searing Flames is a skill I truly considered to be broken; it is clearly less so after the nerf, but it still retains a high degree of power.
Therefore I fail to see the comparison made beetween Searing Flames, which spreads AOE burning and massive AOE damage to all enemies on fire when spammed, and Mind Blast + Mark of Rodgort, which causes burning when the hexed targets are struck with fire damage. Sure, it gains you energy, but does no AOE damage whatsoever.
Do you honestly call something as inane as Mind Blast + Mark of Rodgort degenerate? Maybe in RA, and even that's a stretch. Hell, Searing Flames + Mark of Rodgort is twice as degerate as Mind Blast could ever hope to be, at least that keeps a constant stream of damage on the target, with sporadic AOE burning/damage to nearby foes.
Lets look at the possible non-nerf options we can use to counter this "broken" skill combination:
1. Pick a hex removal.
They all work to mitigate the burning caused by Mark of Rodgort.
2. Pressure the Elementalist.
If an ele is getting his ass beaten, he's not casting spells.
3. Pick an Interrupt.
Distracting Shot anyone?
4. Spread out.
Don't get AOE hexed by Mark of Rodgort. This also works against Searing Flames.
5. Diversion.
Quintessential spam stuffer.
If your team build is incapable of doing any of these things, you deserve to lose to Mind Blast + Mark of Rodgort.
However, I'm being longwinded. The point of bringing up Mind Blast is that Anet immediately nerfed it after people started using it. The point of buffing its original damage was to make it more appealing to the community, but once the skill was picked up, it was deemed "broken." As I've shown, it is clearly not. The community was not given appropriate time to react to the buffing of Mind Blast, figure out how to counter it without crying, and then move on. Instead, the skill gets axed into oblivion; unless the energy gaining part of this skill becomes incredibly good, you should never, ever use a Fire Magic Elite that does less damage than Flare: Its just bad form.
As for the Conjure enchantments (as well as Brutal Weapon), their damage was also buffed during the April 5th update, but as of today, they now do less damage and have a longer recharge. Previous to April 5th, any melee character who seriously used the Conjure spells immediately lost all credibility on the battlefield. The damage was insignificantly more and the spells themselves were generally considered useless.
However, with the damage buff, the Conjure spells saw some serious use, both in GvG and HA. While the subsequent nerf to their damage was relatively minor, the recharge hit is relatively significant, and it leaves me wondering what the exact reasoning behind the update was...
Now that people actually considered using Conjure spells, Anet suddenly decided that the spells were degenerate enough to warrant a nerf; especially when the extra damage from the Conjure spells is mitigated not only by anything that normally hinders melee/ranged physical attacks, but also by enchantment removal! One piece of enchantment removal instantly turns every Conjure skill on a warrior's bar into a dead slot.
How is that broken?
Previously, the matters of combating a Ritualist dominated metagame have been discussed, and while Ritualists were annoying as hell when they were at the zenith of their power, counters did exist which were not all that uncommon to be using in a build anyway!
When defensive Ritual Lords were dominating the metagame, a number of common tactics could be employed to fight them.
1. Rushing
A good team was almost always capable of putting enough immediate pressure on a Ritualist to quickly drop him before any spirits came up. This usually involved massive tactical overextension, but was generally a viable strategy if your team knew what they were doing.
2. Knockdowns
I remember that a great deal of Knockdowns were prevalent in the Factions metagame, which forced a lot of Ritualists to go Rt/W for balanced stance. However, knockdowns were still great against the rest of the enemy team, and also effectively put the Ritualist on a timer, during which he could safely cast spirits.
3. Cripshot Rangers
Cripshots were still seeing a great deal of play at this time, and interrupts could render a ritualist completely ineffective.
4. Mesmer-Based Counters
A mesmer packing enchantment removal and Cry of Frustration (again, at the time, these were extremely common options), was heavy leverage against an enemy ritualist. Being able to strip their Boon and use ranged interrupts killed their strategy.
5. Splitting
If anything hurt a Ritualist more than any of the above tactics, it was splitting. By forcing a Ritualist to stay on the move, his spirits become useless. Good split tactics annihilated Ritualist based defenses.
A versatile, balanced, team could pull off any of these tactics in GVG, and stand a good fighting chance against Ritualists. While Ritualist Spirits were indeed overpowered, as the game had never been exposed to a passive defense of that magnitude, a good team could still outplay a Ritualist based defense. A strategic nerfing of the spirit's health would have limited their all-encompassing power to a bearable level, but instead Anet attacked all angles of Ritualist Strategy. Hell, even nerfing Ritual Lord a bit harder would have fixed the situation; but instead the spirits became incredibly overcosted and Boon of Creation became useless.
Guild Wars should never get to the state where an experienced and talented team regularly loses to teams of inferior quality simply because of skillbar choice and preference. Strategy should play a larger part in the outcome of the match and allow the stronger team to win. Gimmick builds will always arise, but they need not dominate the metagame when you include a character or two to counter them, especially when these characters are also capable of countering a great deal of other builds.
Thankfully, this is a lot easier to do in Guildwars than it is in Magic.
Interrupt Rangers and Domination Mesmers are great answers to spammy gimmick characters or builds prevalent in the metagame, but you can't expect to win a match just because you're playing a certain character. The trick is to be prepared for the metagame by using skills that won't be useless against other types of builds.
You have to play the character to the full extent of its power.
But with the skill balances as frequent as they are, I'm afraid that people are always going to be scrambling towards a gimmick build rather than playing something that takes true skill to play.
If you're losing to a particular build or strategy, crying foul at the skills used against you is a measure that should only be taken after a careful evaluation of your team's ability and strategic implementation. The skills themselves can be blamed if they are truly degenerate and still manage to beat you after every countermeasure has been exhausted.
That, in my opinion, is the definition of a degenerate metagame.