Goldmansbarn
New member
I would like to use this thread to discuss potential changes to spy. It is not lost on me that there has been a hot topic for quite some time. However, the bulk of comments on this subject have been largely unconstructive and made it difficult to hold reasonable dialogue on the issue of spy class balance.
The aim of this discussion is to identify areas that are most reasonable to target spy for balance related changes. I am going to start things off by first listing areas that seem, at first glance, to be justifiable areas to target for potential nerfs to the profession. I am not arguing that all of these areas should be targeted, instead, that at least some of them are candidates for toning down.
The List
1. Ambush/Snipe applying a 15 second -50% healing debuff + bleed/heat DoT
2. Advanced strikes debuff providing +20% damage increase to razor slash and blaster burst + 2% damage increase per stack up to a total of 5 stacks. This debuff lasts 20 seconds, the cool-down on razor slash and blaster burst is 3-4 seconds. Meaning there is a 16-17 second window for re-application.
3. Spy's fang applying Acid dots up to a stack of 6 (with 6k acid protection 1 stack = 346 acid dam, 2 stack = 639, 3 = 1039, 4 = 1386, 5 = 1732, 6 = 2079). The dot lasts 25 seconds and ticks 9 times. A successful dot application from spy's fang means a 6 second cool-down on that ability for re-application. This means there is a 19 second window for re-application.
4. Assassins mark applying a debuff to the target that gives, I believe, 10-35% depending on weapon type to trigger opportunistic attack for any player hitting this target. Opportunistic attack's damage scales based on weapon damage. You'll often see successful opportunistic attacks land for 300-1000 damage. On high crits and ST's this can hit for 2k.
5. Equilibrium currently refunds any action spent on an ability when that ability was dodged, parried, or missed.
6. Protective armor granting 300/600/900/1200 kin and ene armor for each point invested.
7. Balanced armor providing 5/10% dodge for each point invested.
8. Avoid damage, when used, gives 50% dodge and 75% evasion for 15 seconds, cooldown = 3 minutes.
9. Jagged edge increase critical damage by 5/10/15% for each point invested
10. Savagery debuff. For each critical attack against a target, that target gains a stack of savagery increasing critical damage dealt against them by 5% up to a 3 stack of 15%. This debuff lasts 20 seconds.
11. Decoy granting 11-12 second invulnerability to damage whilst decoy is up, cooldown = 3 minutes.
Edit - The term 'Invulnerability' is poor word choice at best and misleading at worst here. The damage is transferred to the decoy. There are circumstances in which this simply doesn't matter because attacking the decoy in practice is a waste of resources or benefits the spy. However, there are some circumstances in which killing the decoy is do-able, as Solvaxus points out, mind trick is can be useful for this. Group focus would be another.
12. Without a trace granting a period of 30 seconds where the spy is undetectable.
13. Burst of shadows providing a massive increase in speed for a lengthy 25 second duration. This is one of the best, if not the best, movement abilities in the game when paired with razor cat.
14. Preparation granting a 30% damage increase, action free shots for strikethroughs and critical hits on abilities. Lasts 15 seconds, cooldown is 4 minutes.
15. Razor cat set granting 100% snare and root immunity.
16. Detection issues with spies, particularly, its unreliability and problems detecting spies that are stacking as much camo as possible.
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It would be very easy for readers who dislike the spy profession to look at this list and claim that spy has too much going for it. Whilst I agree, I want to caution that such a list could likely be constructed for each profession and argued that they also have too much going for them. Still, some of the benefits listed above are problematic for spy as the benefits are over-tuned and the combination of all of them gives too much of an advantage to this profession.
This is not meant to be a complete list and I may be missing some important benefits that are worth considering for a nerf. However, those listed above are areas that players have consistently drawn attention to or seem to me to be worth discussing.
My concern about balancing this profession is that given the amount of hate this profession gets, players will ask for too much and nerf it into the ground. This concern also applies to my own thoughts about how to balance the profession, as such, any changes would need to be rigorously tested to ensure spy viability.
With that said, personally, I would like to see changes to the following:
My List
3. Spy's fang - cap the dot stack at 3, anything over this becomes completely unmanageable for professions that do not have a dot clear. Anything over this is really unnecessary as well due to the short cooldown on spy's fang, the duration of the dot, and the amount of dot ticks. The ability to stack this dot so quickly and within a 25 second window is far too strong.
4. Assassins mark - After talking with others, I believe this ability should have a recourse added to it. 3 seconds minimum to see if it is sufficient for balancing. The recourse should be added to the defending player, not the attacking target in my view. For those around in the early NGE you will remember how broken reactive heals were due to no recourse, assassin's mark is doing something similar for damage.
5. Equilibrium - This box might be the single best box in the game. It isn't linked to any other boxes and essentially allows spy to be careless with action management. I would reduce the chance to refund action on parry and dodge from 100% to 50% or lower and remove the miss chance refund from the box. In doing so, spies would have to start making serious decisions about picking up action reduction exotics and potentially stacking strength to reduce miss chance.
12. WoT duration - I believe this should be reduced from 30 seconds to 10 seconds. The 30 second window here essentially guarantees that a good spy will be able to reset the fight. This sort of get out of jail free ability makes spy an incredibly risk averse profession to play. In the hands of a good player, it strongly contributes towards them being near impossible to kill.
15. Razor cat snare/root immunity. This might be the more controversial change that I would like to see, hear me out. I would like to see the root immunity completely removed from the razor cat set. It will still grant 100% snare immunity. The justification for this is that it would help the matchups for spy vs smuggler and spy vs officer as both professions have access to root abilities and would create potential for outplay. Further, it would also allow LSJ to root spies with force root. LSJ, at the moment, is probably the best profession to deal with a spy in a 1v1 due to its survivability, escapes, and wearing the spy down over time. However, a good spy shouldn't die to a LSJ as spy has far too many tools available to kite and wait for CD's to recloak. Giving LSJ the ability to root spies would likely make LSJ the counter to spy, giving LSJ an interesting place in pvp and spy a much needed counter.
The aim of this discussion is to identify areas that are most reasonable to target spy for balance related changes. I am going to start things off by first listing areas that seem, at first glance, to be justifiable areas to target for potential nerfs to the profession. I am not arguing that all of these areas should be targeted, instead, that at least some of them are candidates for toning down.
The List
1. Ambush/Snipe applying a 15 second -50% healing debuff + bleed/heat DoT
2. Advanced strikes debuff providing +20% damage increase to razor slash and blaster burst + 2% damage increase per stack up to a total of 5 stacks. This debuff lasts 20 seconds, the cool-down on razor slash and blaster burst is 3-4 seconds. Meaning there is a 16-17 second window for re-application.
3. Spy's fang applying Acid dots up to a stack of 6 (with 6k acid protection 1 stack = 346 acid dam, 2 stack = 639, 3 = 1039, 4 = 1386, 5 = 1732, 6 = 2079). The dot lasts 25 seconds and ticks 9 times. A successful dot application from spy's fang means a 6 second cool-down on that ability for re-application. This means there is a 19 second window for re-application.
4. Assassins mark applying a debuff to the target that gives, I believe, 10-35% depending on weapon type to trigger opportunistic attack for any player hitting this target. Opportunistic attack's damage scales based on weapon damage. You'll often see successful opportunistic attacks land for 300-1000 damage. On high crits and ST's this can hit for 2k.
5. Equilibrium currently refunds any action spent on an ability when that ability was dodged, parried, or missed.
6. Protective armor granting 300/600/900/1200 kin and ene armor for each point invested.
7. Balanced armor providing 5/10% dodge for each point invested.
8. Avoid damage, when used, gives 50% dodge and 75% evasion for 15 seconds, cooldown = 3 minutes.
9. Jagged edge increase critical damage by 5/10/15% for each point invested
10. Savagery debuff. For each critical attack against a target, that target gains a stack of savagery increasing critical damage dealt against them by 5% up to a 3 stack of 15%. This debuff lasts 20 seconds.
11. Decoy granting 11-12 second invulnerability to damage whilst decoy is up, cooldown = 3 minutes.
Edit - The term 'Invulnerability' is poor word choice at best and misleading at worst here. The damage is transferred to the decoy. There are circumstances in which this simply doesn't matter because attacking the decoy in practice is a waste of resources or benefits the spy. However, there are some circumstances in which killing the decoy is do-able, as Solvaxus points out, mind trick is can be useful for this. Group focus would be another.
12. Without a trace granting a period of 30 seconds where the spy is undetectable.
13. Burst of shadows providing a massive increase in speed for a lengthy 25 second duration. This is one of the best, if not the best, movement abilities in the game when paired with razor cat.
14. Preparation granting a 30% damage increase, action free shots for strikethroughs and critical hits on abilities. Lasts 15 seconds, cooldown is 4 minutes.
15. Razor cat set granting 100% snare and root immunity.
16. Detection issues with spies, particularly, its unreliability and problems detecting spies that are stacking as much camo as possible.
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It would be very easy for readers who dislike the spy profession to look at this list and claim that spy has too much going for it. Whilst I agree, I want to caution that such a list could likely be constructed for each profession and argued that they also have too much going for them. Still, some of the benefits listed above are problematic for spy as the benefits are over-tuned and the combination of all of them gives too much of an advantage to this profession.
This is not meant to be a complete list and I may be missing some important benefits that are worth considering for a nerf. However, those listed above are areas that players have consistently drawn attention to or seem to me to be worth discussing.
My concern about balancing this profession is that given the amount of hate this profession gets, players will ask for too much and nerf it into the ground. This concern also applies to my own thoughts about how to balance the profession, as such, any changes would need to be rigorously tested to ensure spy viability.
With that said, personally, I would like to see changes to the following:
My List
3. Spy's fang - cap the dot stack at 3, anything over this becomes completely unmanageable for professions that do not have a dot clear. Anything over this is really unnecessary as well due to the short cooldown on spy's fang, the duration of the dot, and the amount of dot ticks. The ability to stack this dot so quickly and within a 25 second window is far too strong.
4. Assassins mark - After talking with others, I believe this ability should have a recourse added to it. 3 seconds minimum to see if it is sufficient for balancing. The recourse should be added to the defending player, not the attacking target in my view. For those around in the early NGE you will remember how broken reactive heals were due to no recourse, assassin's mark is doing something similar for damage.
5. Equilibrium - This box might be the single best box in the game. It isn't linked to any other boxes and essentially allows spy to be careless with action management. I would reduce the chance to refund action on parry and dodge from 100% to 50% or lower and remove the miss chance refund from the box. In doing so, spies would have to start making serious decisions about picking up action reduction exotics and potentially stacking strength to reduce miss chance.
12. WoT duration - I believe this should be reduced from 30 seconds to 10 seconds. The 30 second window here essentially guarantees that a good spy will be able to reset the fight. This sort of get out of jail free ability makes spy an incredibly risk averse profession to play. In the hands of a good player, it strongly contributes towards them being near impossible to kill.
15. Razor cat snare/root immunity. This might be the more controversial change that I would like to see, hear me out. I would like to see the root immunity completely removed from the razor cat set. It will still grant 100% snare immunity. The justification for this is that it would help the matchups for spy vs smuggler and spy vs officer as both professions have access to root abilities and would create potential for outplay. Further, it would also allow LSJ to root spies with force root. LSJ, at the moment, is probably the best profession to deal with a spy in a 1v1 due to its survivability, escapes, and wearing the spy down over time. However, a good spy shouldn't die to a LSJ as spy has far too many tools available to kite and wait for CD's to recloak. Giving LSJ the ability to root spies would likely make LSJ the counter to spy, giving LSJ an interesting place in pvp and spy a much needed counter.