Who wants their to be actual punishes for players who don't set the right utilities, or for players who get engaged on properly?
Why is it that I have to be SCARED of stunning a Necro, Mesmer, or Dragonhunter?
Why is it that I have to either time my attrition around your inaction rather than action, or my burst around your passives?
I get that damage is too high, and I'd be fine with a 10-15% damage nerf across the board (for pvp only? All you do is change the value on the amulets here so it should be easy), but I want my actions to matter. I hate stunning a Mesmer and getting counter stunned followed by dying before me being stunned for engaging them ends. Why is that a thing. Why does Unholy Sanctuary exist? Defy Pain? Shrug it off? Instant Reflexes? While not all of these are good, they are what I think are AWFUL design for pvp. There should not be a case where I, as the engaging party, execute my combo correctly and am consequently punished.
I think traits like Thrill of the Crime->Bountiful Theft->Sleight of Hand are great because they synergize so well with something specific, and Fierce Infusion->Ferocious Aggression->incensed Response->Roiling Mists. Traits like Juggernaut are great because they do something that I, as the player, can identify and interact with visually. Self-Regulating Defenses is NOT good because I have to remember first off what the internal cooldown for that is, then when it went off- OR if they slotted Elixir S, what the cooldown is for that, and when that might have gone off.
Shoot I'd be fine with these if they just showed up on the players bar of buffs (like banners) saying "Has not popped" or something so I know "Hey if I stab them with my Basilisk Venom or Earthshaker, I'll get counter stunned by that Mesmer because Mirror of Anguish says its up".
Am I the only one?