You give all your melee classes instant abilities for the most part that cleave anything near by and then give them ports and evades that make them almost uncatchable or unfleeable. Mesmer’s get the only instant attacks and they don’t even have to worry about projectile speed b/c most of the clones are created right on the target or they can easily instant pop on top of you and burst you to death while you can’t do anything because of the 6 seconds of daze.
Mesmers, Elementalists, Guardians, and Warriors rule the land in wvw. You guys keep nerfing the underdogs and leaving what you broke to begin with.
Mesmers—— really, I don’t want to hear a single one complain. If you aren’t rocking the zone, you can’t play one right. Losing my target everytime they disappear. Having clones trigger or eat full on attacks that take you 30+ seconds to wait on and the mesmer makes 3 more clones every 5 seconds? Then you waste your AoE caps eating one of their 100 hp clones that will just return on a quick dodge since most run that spec.
Elementalists—- Take some of the healing down already on this class. I was leveling mine the other day and just sat in water melting things and healing up to full constantly. It was easy, to easy, I was bored. For a game with no holy trinity, this is one self sufficient killer healer.
Projectiles that penetrate need to “cleave” in a sense that the projectile is wider, either in a cone pattern close to melee range, like 450 or twice as wide as they are now at full range. Really either all attacks should cleave or none. Having to run in a circle trying to get more than one mob/enemy in line especially if they aren’t stuck at different speeds or an animation for an ability. Meanwhile melee just cleaves it down, hitting at twice the speed of a projectile/ranged class because somewhere people think, well ranged can’t be tough up close because they are meant to stay away, yet melee just stays right on your face with no real way to get them off.
You are thinking about AOE problems all wrong. Zerging should be punished if it’s not smart. AoE should be limited to how much a single target can take from AoE damage, and then increase in power with more targets hit. This will keep people from bunching up as a school of fish and just button pushing tiny groups to death.
Melee needs slower casting speeds on some of their attacks. Ranged needs just as many evades as they do in this game and much faster casts.
Necro gets death shroud which is easily eaten through in a zerg escape… compared to invis on mesmer/thief and invul on guardian/ele. You give nothing to the same 3 classes that have been behind since launch. Engineer, Ranger, Necro. Ranger can do more condition damage than Necro which doesn’t seem right. Engineer has to work 3 times harder than any other class. Necro doesn’t have the brunt force to back up its weak mobility.
I am sick and tired of watching 1 mesmer dance around 3 opponents because target lock doesn’t stay on them, and this game is on average far too fast to be switching targets looking for the one moving correctly. Besides you are stuck running from the mesmer as well as 3 mobile bombs with various side effects.
Guardians teleporting and Warriors using greatsword like bullet train punching get out jail free tickets. I’ve seen warriors out run zergs like crazy and then your ranged classes just get eaten. And poor Engineers being stuck medium range when you actually mean you can use half of your skills up close and the other half is meant for 1,200 range. But they are the only classes with no default 25% speed increase to get in and out of this medium range… unless you wanna spend the 10pts and the slight GCD to switch to a kit (hope you run at least one) every 5 seconds to obtain it.
Ranger and their awful pets. I can tell you failed from the beginning allowing pets to even be able to be targeted by Agony. Try the harpy fotm, the dredge fotm, or the ice elemental fotm. All of these, you can’t get your pet to where it needs to be or out of the way fast enough to prevent death. F3 needs to immediately port the pet back to the feet of the ranger, and I mean “feet” not 250 distance beside me to where it still gets hit/cleaved and not when it has time to jog back over. F3 should perma stow the pet, then the ranger can hold the pet out of the way since it can’t dodge until trouble has passed. Either that or you go the way of WoW and let it take 90% less AoE/cleave damage. You expect the pet to be at least 30% or better portion of damage but you cannot save that thing w/o speccing deep into BM and watching it more than you or the target. Pet AI is horrible. Fix it or just make the pet do no dmg and give whats missing back to the ranger. We can use them for utility and a few control skills.