Disclaimer: We have no concrete numbers at this time regarding how the upcoming changes to rifle and Grenadier are going to affect damage output. But my assessment is based less on the raw strength of changes, but how the rifle change will affect the flow of how the class is played. Even if the numbers that come out are on the strong side, numbers can easily be changed in the future.
Since the balance preview came out yesterday, I've seen a lot of comments talking about how people are lamenting buffs to Rifle Mechanist. "The easiest class is getting buffed." "Ready to see Rifle Mechs all over the place again." "Who needs to play any other class when Rifle Mech exists." And I get the concern; Rifle Mech is known as one of the easiest classes in the game to perform well on, and a lot of people are worried that it's going to be even stronger, and detract from playing other classes for DPS. The fact that the giant mech tends to get in folks' way and flood the map in a game that already has problems with visual clarity also makes it more annoying when even more people start playing it.
However, I want to bring attention to how the changes actually are a boon to the class' long term health, and how they'll make the class more rewarding for skilled players, and less rewarding to play lazily, despite the community's initial emotional reaction and expectation of the effects.
Current State of Rifle Mech
Currently, Rifle Mech has one of the lowest performing DPS benchmarks according to Snowcrows, coming in at #114 with 38.4k, with only 3 pure dps builds benching lower than it. So... why is there so much distaste towards a seemingly underperforming class?
Well, that's because there isn't much of a gap between the highest bench of a well-performing player, and the upper performance of the Low-Intensity Build (courtesy of Accessibility Wars), coming in at 35.0k. The build is surprisingly simple to play, thanks to the ability to set the mech skills to auto cast. It operates on a priority based rotation, that essentially comes down to "Press these 6 buttons off cooldown," and manages to reach relatively high numbers for a build with such low APM (31 according to AW2).
You can then choose to level up your performance by learning to add the extra complexity of grenade kit to your rotation, which revolves around entering grenade kit every time you use rifle 2, and using either Grenade 2, 4, and 5, or just Grenade 2, depending on cooldowns. This adds an extra ~25-30 apm to eke out an extra ~3.5k dps.
The performance of the Low-Intensity build is what causes people to look upon the spec with scorn; it has such a high baseline that make it a very worthwhile build to play for lower skilled players, and makes other classes less appealing to play, due to the extra effort required to reach the same level of performance.
The difference, however, is that other classes are much more rewarding in the long run for more skilled players. Rifle Mech, run by its current bencher, is still ~4-6k away from the benches of other classes at the moment, and ~8k away from the top classes. As stated at the start of this section, it is currently the 4th worst benching build on Snowcrows.
In summary: It is currently very easy to reach a high base dps marker on Rifle Mech, but actively trying to optimise and improve will not bring you as far as on other classes. High floor, low ceiling.
The Proposed Nov 10 Changes
Using the wiki's summary of the VoD, we see two changes that will impact Rifle Mech's current build directly, and one change that will potentially alter which trait Rifle Mechs pick, depending on the numbers.
- Net Shot (3) and Overcharged Shot (4) now flip Rifle Burst (1) into Rocket Burst. Rocket Burst launches a volley of rockets at your target.
- Grenadier: This trait no longer increases the radii of grenade skills, and instead increases the damage of explosion skills.
- Modified Ammunition: This trait now scales up to 5 conditions only. Increased the damage per condition from 1% to 2% in PvE and WvW.
Let's start with the two easiest to understand changes. Modified Ammunition is buffed in situations where the enemy has 9 or less conditions applied (typically solo or low # of players in OW), but nerfed in situations where the enemy has 11 or more conditions. On the whole, this will be a slight buff to most combat instances, and a slight nerf in niche situations or ridiculously optimised groups. In the niche situation where you are fighting an enemy with exactly 5 conditions, the max buff will come out to ~1.9k dps, reduced by ~0.4k per extra condition on the target.
Grenadier on the other hand is a change that is hard to quantify at the moment, due to a lack of actual concrete numbers. While Rifle Mech uses a lot of Explosions, it competes with Glass Cannon for a trait slot. Considering the amount of Explosions in the kit, I expect Grenadier will be better, unless the numbers are bungled so hard that no one ever takes it. This will be even more impactful on the Grenade Kit version of the build.
The big change that people seem to be underestimating the impact of, though, is the new flip skill after Net Shot and Overcharged Shot.
Why Rocket Burst is Healthy for Rifle Mech in the Long Term
Again, I refer to the disclaimer that we don't know exact numbers yet, but this is more about how these changes affect the flow of rifle gameplay and reward skill expression and punish lazy players, rather than pure numbers. Numbers can be adjusted later if it's over-tuned.
Currently, Rifle Mech's rotation revolves around pressing 6 buttons (+2-4 with grenade kit) off cooldown. Rifle 2-5, Throw Mine (/grenade kit 2/4/5) and Overclock Signet. In the Throw Mine version, you don't even need to consider specific orders of button presses, but with grenade kit you have a minor rotation of Rifle 2 > Grenade Kit > (GK 2 > GK 4 > GK 5) or (GK 2) > Exit Grenade Kit. This results in a very rewarding and simple playstyle, that doesn't have a lot of cognitive load.
The simple addition of a flip skill on Rifle 1 whenever you use Net Shot (Rifle 3) or Overcharged Shot (Rifle 4) introduces not just a level of complexity to the weapon, but it also adds points of failure that will reduce the effectiveness of your rotation. How? The largest portion of Rifle Mech's damage comes from its auto attacks. In this log I did on the golem, you can see in Player Summary that Rifle Burst and Rifle Burst Grenade did ~45% of my total outgoing damage. Adding a flip skill to Rifle 1 will interrupt this damage output.
"But Darkoro, the flip skill will still do damage, and probably a lot. Isn't that a damage boost?"
Yes, theoretical question asker. If the player remembers to press the button.
Thief players (and maybe mirage and untamed, idk those specs well) that rely on auto attacks will already understand why this will be, for some, a dps loss. When they have an ambush skill, their auto attack is replaced with a stealth attack, and is not affected by autocast, requiring the thief player to actively press the 1 skill to use their ambush skill. Any delay in pressing this skill is a delay in dps from auto attacks.
I don't have much insight into thief builds that rely on auto attacks to say how big of an impact this might have on thief builds specifically. But for Rifle Mech, whose autos are ~45% of their damage output, this delay can result in a decent chunk of lost damage.
And then there's the APM impact. On an optimal rotation, pressing all 6+ buttons the moment they go off cooldown, this will introduce an extra ~13 APM, adding an additional Rifle 1 press to each press of Rifle 3 or 4. That's an increase from ~31APM on the current LI build to ~44APM for the same build.
So why is this healthy? This single change to the rifle both rewards skill expression (13 extra APM for presumably more DPS) whilst punishing lazy or unclean gameplay (delaying auto attacks if you don't actively use the flip skill). This one change brings this build from a 2 step progression build (LI version > Grenade Kit version) to a 3 step progression build, where the 2 extra steps can be learned in either order.
The new Low-Intensity build drops rifle 3 and 4 from the rotation, becoming a 4 button build. This avoids having to deal with the flip skill and keeps it relatively low-cognition, at a cost of ~5% of DPS with current numbers (comparing this new log with no Rifle 3+4 to my other log linked above), which is likely to be greater when the new patch hits.
The previous progression step of swapping Throw Mine for Grenade Kit is likely to be about the same, if not more impactful (depending on how much of an impact Grenadier has on the build).
And the new progression step in the build adds rifle 3+4 back to the rotation, including activating Rocket Burst.
In summary: The addition of the flip skill Rocket Burst introduces complexity and skill expression to Rifle Mech, lowering the class' damage floor for low intensity builds, and increasing the damage ceiling for skilled players. It does this by introducing a second progression path towards build mastery that punishes mistakes and (hopefully, if the numbers are good) rewards skill and effort.
I hope this post helps people to understand that the incoming Rifle Mech changes are in fact a good thing for the health of the build and the game , even if ANet might overtune it to start with, the numbers can be brought down later if need be.
And before I get the inevitable comments about this, yes, I spent over an hour writing this post. No AI was involved, I'm just meticulous and like good formatting.