So now that this game has effectively 18 classes (counting the elite specs as separate since they do add enough of an aspect to play a different role than the base class) I think its time we had a hard division between play-style roles of damage/tank and healer.
With the addition of certain specs like Druid as the IMO worst offender of non traditional stance of holy trinity mainly because of their ability to build a full berserker build and heal more than cleric guardians. This shouldn’t be possible at all.
In order to make balance happen in PvP and WvW besides having all the skills split between PvE and PvP like in GW1 there needs to be a change in how characters are built, and thats with roles and the way stats affect the character, mainly Healing Power.
Healing power has never been looked on in GW2 as a main way to play because the original “selling” point I guess you’d say is that every class can heal and take care of themselves and do damage to win fights. But as we can see today with certain specs they can really exploit what the class has given them and be extremely tanky (take minimal damage) while dealing heavy damage, or be an extremely heavy healer while also dealing epic damage.
So what I’m proposing is none of the personal healing skills of classes be changed except in how they affect allies. So you’re healing turret will still heal you the same but if you have no healing power an ally near you will get negligible healing (like around 20% of what you get out of the heal). BUT if you spec for healing power with Cleric’s gear for example then your outgoing healing will be about what is it now if you were do do the same. This way players dedicated to playing support can do a phenomenal role in supporting while pesky berserker classes can’t be healing their allies for the same as your Cleric Guard/Rev/Engi/Etc are healing you for.
Same goes for being a Tank. If you are a full berserker class there shouldn’t be a reason why another heavy hitting damage dealer is barely doing any damage unless you’re ACTIVELY using a skill to negate it (like blocks/dodge/evades). None of this 50% damage reduction or traits that take less damage nonsense that makes this entire niche of role useless because why play tank when you can do just as well with a berserker with PASSIVE nonsense like those skills and traits.
Also now with the changes to conditions that were meant for PvE and plaguing PvP/WvW make Toughness reduce damage from conditions just like it does power, and boost its effectiveness to before power creep, because playing a tank now is almost silly. Example before power creep I had an Engi with about 3.2k armor, I was a full on tank pretty much and was mainly the CC guy of the group so others could do damage, The highest hitting single target attack at the time being Thieves Backstab maybe hit me for 5k but never more than that ever, which was okay because I would never be able to kill the thief unless he just stood there. But now running the same build I’ve been hit by 16k Gunflames or Thieves Backstabs for 11k and so on and its ridiculous considering how that specific builds damage output has gone up minimally but the tankiness has gone down signifigantly.
So to end this is just my opinion because I’ve been playing this game since beta 3+ years ago and watched it evolve, and now with the elite specs and (soon and hopefully) more of them coming for every class with expansions I don’t see how this game is going to have competitive PvP while maintaining the “no holy trinity” aspect of balancing the classes.
TL;DR: Nerf base healing to allies HARD (but don’t touch player self heal skills)/Remove nonsensical passive damage reduction buffs because it makes being a tank useless if a zerk can do it better/Make healing power scale better/Make Toughness stat as strong as it used to be before power creep and make it reduce condition damage as well.