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Nobody's saying it's currently stronger, to be clear!I'd be on board with Intimidate stripping mastery (assuming mastery has eq cost to raise and can't be raised off balance), and Mastery doing as suggested, so DWC at least has the options of prebreak torso + Intimidate vs tumble or no Intimidate but break torso with impale, to counter different defensive mistakes like S&B can.
Clumsiness is a bad way to hinder aff classes simply because it adds even more RNG to something that's already heavy in it. I'd prefer we had another solution to hindering aff classes, or just settled on an attack speed that was acceptable unhindered if that was too difficult.
The issue with affliction and momentum classes being unhinderable is that combat becomes less about tactics and more about a race to the finish. I understand some people -prefer- a balls-out offense and die of boredom if they don't secure a kill in 30 seconds or less, but when you buff aff/momentum classes so they can hinder prep classes into oblivion but can't be hindered back, then you force those prep classes to use slow-prep tactics because they now have no other recourse. It's a self-fulfilling prophecy and a vicious cycle.
The ideal situation in a game, imo, is where eventually someone dies no matter how well both players play. Obviously the better player would win most often, but it shouldn't be possible to live forever with perfect play (or perfect play should be impossible to achieve beyond theory). The issue is that that's not how achaea currently works, really, and I don't know how you'd move it over to that when there's disparities in how long it takes someone to get to a dangerous zone. 99% of our fights neither player is in danger, danger windows are a few seconds long at most. I realize a lot of Achaeans don't really like the idea of that, though.
Reading that log shows me why you don't fight that much. If you did, and showed affs, your prompt would be Exelethril-level terrible. Aint no one wanna go there.