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Originally Posted by Yanman.be
I'll keep it short.
Nerfs are good.
They "renew" the game. For free. How is that bad?
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It isn't. However, nerfs should be as incremental as possible, and it doesn't generally happen that way.
It's fine to kill things dead that are overpowered to the point of being broken. Fast Cast Air Spike broke Air Magic in that it put out more spike damage than heals could eventually keep up with; it needed to be killed, and the dev team did just that by restructuring Elemental Attunement such that the build no longer worked. Similar situation with Blinding Surge Mesmers; upping the casting cost of Blinding Surge to 10 instantly made them no longer viable, but that was fine since a Mesmer shouldn't be that efficient at Warrior hate and still able to do all the other things a Mesmer can do.
However, not all things that are overpowered are game-breaking, and one simply cannot nerf overpowered skills in the same manner as one nerfs broken ones. A harsh nerf is appropriate on a broken skill in order to ensure that the nerf works; on a skill that is widely used because it is too efficient, all one needs to do in order to fix it is strip the skill of some of its efficiency, while permitting the skill to do the same job it did previously (just not as well).
The Eviscerate nerf (7 adren to 8) is an excellent example of how to nerf overpowered skills. Eviscerate gets used because it's an extremely efficient way of solving a problem (spike damage); by increasing the adrenaline needed to use it, ANet simply decreased its damage over time and thus its efficiency.
This is how you should nerf, except in the most extreme cases.
Izzy violated the above principles in the last week on several levels. A Monk elite with a two second casting time had better resurrect a player permanently or be in the Smiting Prayers line (EDIT: or be a maintained enchant); it's the only way such a cast time on a Monk elite can be justified.
The Black Lotus Strike nerf is ridiculous; if the problem is that the two-offhand, two-dual mechanic is overpowered, why wasn't it overpowered in the Factions meta? Fix the real problem, which is the recharge times on the Hex chains and their synergy with cheap hexes such as Siphon Speed that enable the frequent spikes. Put another way, the problem isn't the ability of the sins to put out these spikes - it's the FREQUENCY with which they can do so coupled with the level of damage such spikes put out. Cut the number of times the sin can spike per minute or cut the damage spike such that the sin needs assistance from another player to kill, and you solve the problem without invalidating the skill or removing the build from the meta entirely.
The Impale nerf is silly; it doesn't address the real problem, which is landing 160-180 damage on the back end of a typical huge damage Assassin chain.
Cutting the damage on Horns and Trampling is more in line with what I would prefer to see, but there were better ways. Fewer spikes per minute would cut the overall threat potential rather than cutting the spike potential.
If the objective is "maximize build diversity", this isn't how you do it. All this sort of nerf does is virtually ensure that some new unbalanced build will emerge and define the environment around it. This isn't what most players want; they'd prefer to see older builds remain viable, but see their power equated such that new builds also emerge to challenge the old ones and possibly force some of them into disuse.
Nerfing too hard replaces natural evolution processes with drastic upheavals; in the case of drastic upheavals, you're likely to see the simplest and most boring builds (zergway, spikes) come out of the woodwork first, which isn't a good thing either.