The problem isn't necessarily that WD is the problem. It could be that the skills WD is covering are the problem. Show me non-Mesmers speccing 4 into Dom just to get WD as a 10s cover at -2, and I'll agree that WD is too good as a cover. Otherwise, I'll still tell you that the problems are the functionality of Wrack and the recharges on VoR, Backfire and Empathy. WD is being used to cover OP skills, but it doesn't follow that WD is OP. WD just makes a bad situation worse.
I've conceded the point on WD reliability. I'm just not convinced that WD is causal.
Finally, I agree that the Overload change makes spikes on physicals more potent. I'm just not convinced that this is a problem. The observation "the Overload change made pressure spikes stronger" does not prove that reverting Overload is the way to bring those builds into line. Hex and condition pressure have been out of line again for a variety of reasons. Strengthening Overload (so that pressure spikes are stronger) would permit nerfing the overall pressure of those builds without killing the builds off.
You argued that Overload is inherently too good by comparing it to the original WD and Lamentation, but the reason those skills were nerfed is not the reason you want to nerf Overload. So that comparison falls apart.
Finally, it's OK for different attribute lines to have skills with different power levels. If you dropped a half-strength Power Drain into Fire Magic, it would be a game-changer. Why? Because what you can do with that energy in Fire is different than what you can do with it in Inspiration, or in another attribute line given that you dumped a bunch of points into Inspiration for Power Drain.
Domination isn't a damage line per se; it's a disruption line where some skills deal damage on disruption rather than return energy (as Inspiration does). It's OK for the line to have a comparatively OP damage skill or two, so long as you can't stuff the bar full of energy efficient, low recharge sources of pressure. The problem right now is that you can do exactly that.
Quote:
Originally Posted by upier
The core mechanic that I had in mind was a hex under which the hexed target takes extra damage when hit by a spell.
No energy denial.
The same way that Barbs works, just for spells.
|
Even without the point of energy denied per cast, Wrack would still remain badly OP in PvP. The extra energy denial is a bonus, but it only accelerates the inevitable. You should not be able to get that functionality without burning an elite slot, and it's a lot harder to remove a hex like Mind Wrack than it is to strip an elite Enchantment like Mirror of Ice.
Domination and Water are directly comparable. Both are disruption lines with modest overall damage capabilities. If Water has to burn an elite skill to get that functionality, and the skill is balanced, it follows that a non-elite version in Domination will be OP.