Once a fairly useless trait, Danger time is now a inconsistently powerful trait that can grant up to a ~20% dmg increase depending on how much slow uptime your allies can maintain in PvE. This has resulted in fairly bloated raid benchmarks (35-37k), where dps chronos in non-raid conditions/with poor slow uptime (due to a lack of specific allies) and non-DT builds suffer from a similar ~20% dps gap, wallowing in the dumps along with the seemingly non-existent power herald (=< ~30k dps, even worse than reaper and the new power zerker).
20% dmg increase?
At first glance anyone could see the 10% dmg modifier under slow; however, the 15% increase in crit chance (previously 30%) allows the chrono to take 315 additional power, a ~9% increase in power under raid conditions (boons, banners, food effects etc.). This is of course, assumes near 100% uptime on slow (supplied by 2 support chronos and or condi renegades, and not the pchrono themselves).
My biggest gripe about the trait isn’t about the overall power of trait, but more about how the chrono contributes effectively nothing or very little (at a cost of CC) to the slow uptime required for such a massive dmg increase (at least in high end PvE).
- DT pchrono @ 35-37k
- Non-DT pchrono @ =< ~30k
- Core mes hovering somewhere @ ~25k.
At the dawn of this new tradeoff era (if it even exists?), it would sensible to lessen the gap between core and chrono (25k v 37k) to make core mes somewhat more of a competive choice in PvE, and not just PvP. This comes with the proposal to rip the crit chance increase from DT and place it back into core, allowing all current and future power dps builds to not take as much assassins gear, especially with the decline of external precision granted by allies (spotter and banner nerfs). A few examples of ways to implement this:
What happens to Danger Time?
This trait will always suffer from the fact how slow uptime is either not very acessible, or possibly too accessible (e.g. in a raid scenario). In order to address this, chrono needs natural access to slow, or the conditions needs to be more lenient, e.g. apply boon/condition or deal x% increased dmg when you are ‘faster’ than your opponent (quickness > normal > slow); but its effectiveness needs to decrease to compensate for the increased accessibility. IMO, dps chrono doesn’t require anymore dmg buffs outside of Chronophantasma and Lost Time (and maybe another competing trait to replace Seize the Moment) if core mes is to stay anywhere near competitive - the removal of such dmg traits would likely place the balance between core and chrono closer to 27k vs 32-33k, which appears much more manageable, while still leaving pchrono at a fairly decent spot.
WHAT ABOUT PVP???
Now I am completely aware that PvP builds such as power mirage and oneshot builds etc. that stem from core probably don’t deserve anymore dmg buffs from this proposed change, but I am not very well-versed in that gamemode since I don’t play it (the closest I’ve been is WvW). I do feel as though it’s a design problem with mesmer with its access to instacasts and other skills in order to build up dmg very quickly, but I’ll have to leave the necessary counter-nerfs to the PvPers to decide, preferably in the form of gamemode skill splits.
pChrono (main), cWeaver and pReaper. An asura who likes snowflakes.