Nerfs. Nerfs are boring. Nerfs are takeaways. Nerfs generally don't feel good.
Buffs. Buffs are exciting. Buffs are additions. Buffs feel good, but they're also very scawwy! UwU
But tradeoffs! Tradeoffs are buffs and nerfs in one.
Right now it's nerf or nothing. That's all balance is, is nerf, nerf, nerf. It's boring, and it takes away too much.
Worse yet, a lot of core elements get nerfed specifically to target the extreme examples; which, often just makes the entire profession weaker in general without addressing the real issue.
And while I get that nerfs are sometimes necessary towards those extreme examples that almost everyone can agree is totally broken and needs fixing, there are creative ways to do that without making everyone depressed.
AKA, the aforementioned tradeoffs. Tradeoffs are creative ways to change something that might be overperforming without rendering them totally unviable. They make the game more interesting to play and watch.
That's why I propose the focus shift less towards nerfing anything and everything and more towards adding tradeoffs where they don't exist, and editing some which do to be more meaningful.
To help, i've compiled a list of existing and non-existing tradeoffs in the game. However, also I don't know things. There's a 99.4% chance I missed something, and that you can help by correcting me. Please do. Subjective or no, a tradeoff is a potentially great change that can open up tons of new counterplay and new ways for players to express themselves, and they are imo; the magnum opus, the creme de le creme of the balance team/person/dartboardinsomebody'sbasement and should be encouraged.
You can also post a comment on why you disagree and how the nerfs in their current form are actually very good for the game. I will probably respond, but there's a 50-50 chance my response will just be some completely unrelated balance rant. Forum warrior life 👍 Anyway...
Tempest: | Gain: Overloads Loss: Increased CD on attunement swaps for Overloads
Borezerker: | Gain: Primal bursts, +300 to power/condi Loss: Normal bursts, -300 toughness
Spellbreaker: | Gain: Full Counter Loss: Can only do level 1 bursts
Druid: | Gain: Celestial Avatar Loss: Reduced pet stats
Soulbeast: | Gain: Beastmode Loss: Cannot swap pets
Scourge: | Gain: Shades Loss: Cannot use shroud
Firebrand: | Gain: Tomes with lots of additional skills Loss: Tomes have increased CD's compared to core virtues.
Deadeye: | Gain: Mark Loss: Steal-o-step
Scrapper: | Gain: Barrier on damage Loss: -180 Vitality
Mirage: | Gain: Mirage Cloak/Ambushes Loss: 1 Dodge man
Like I said before, some of these tradeoffs are unbalanced compared to others. Some need to be more meaningful, though that's entirely subjective and I already fear for my safety having just listed them off, so i'm definitely not going to go so far as to rate their effectiveness. Feel free to do that though.
These are only even in the sense that they're 1 for 1, or 2 for 2 gains for what the elite spec takes away.
Onto the elites without equal tradeoffs, or that just lack one altogether. Objectively.
(EDIT)Weaver: | No Tradeoff.(1-0) I was wrong on this one. Gain: Dual attunements, faster swap times, free attributes just for being a Weaver. Loss: Even though attunements swap faster, dual skills and off-hand attunement skills take an extra 4 seconds to fully recharge. So its more like an 8s CD. Kind of. Sort of.
Dragonhunter: | Gain: F1 and F2 do more than core does at the same CD. Loss: F3 has a longer CD than core. (2-1)
Daredevil: | Gain: Lower CD steal, endurance on steal, unblockable steal, and 3 dodges. Loss: 600 less range on steal than core.(4-1)
Holosmith: | You can overheat Just kidding, no tradeoff. (1-0)
Harold: | Gain: 10% Max health for being Harold. F2 skill for 5 Legends. Loss: Core rev's F2 skill for 4 legends.(2-0)
Renegod: | No tradeoff. (1-0)
Reaper: | Gain?: Reaper shroud. Loss: Range on Shroud. Shroud drains faster.
Chrono: | Gain?: Marginally different shatter skills...? Loss: Distort becomes Continuum Split which can't be recharged with mesmer skills and has over 200% of core's CD.
(EDIT)Weaver: | I actually know very little about Weaver. There was a tradeoff, and while I still think the gains somewhat outweigh the takeaway; what with attunements swapping faster, Dual-attuning, and the attribute increase, I can't leave it solely as unbalanced having been wrong.
Tempted to say (3-1) unbalanced otherwise.
Did I miss anything? Have any suggestions? Feel free to let me know. I'm sure our government is listening too, and will take everything on here seriously.
I will also post a follow-up comment explaining some of these choices, if you care.
Ranked DuoQ 😡👉🚪
Patch-culture is awful
Nerfs should be reserved for extreme cases and only done in creative ways that make the game more interesting to play and watch.