All in all a good start to balancing after the DPS creep.
But here is a handful of things that I suggest:
- Warrior needs some reimbursement in some category after the Rampage nerf. A good start would be being able to select Merciless Hammer with Burst Mastery again.
- Guardian needs more baseline vitality after the DPS creep.
- Engineer needs Incendiary Powder back in it’s old spot as well as a rework on turrets. The recent turret nerf + DPS creep = completely useless turrets “including supply crate”.
- Thief needs nothing aside from updated stealth mechanics “see bellow”.
- Ranger needs the GS #4 skill Counterattack and #5 skill Hilt Bash, to better synchronize range. Hilt Bash should have the same range as the Counterattack knockback.
- Elementalist needs a slight nerf to it’s DPS or a slight nerf to it’s baseline heal coefficients, maybe even both.
- Necromancer needs a rework to lifeforce gain after the DPS creep. The rate in which lifeforce gains during first combat engaged is no longer sufficient or adequate in any way.
- Mesmer needs a slight nerf to it’s DPS and for the mechanics of stealthing to be updated after the DPS creep “see bellow”.
About updated stealthing mechanics:
The biggest thing screwing the meta after the DPS creep is that team AoE stealthing has become very powerful after the DPS creep for a few reasons:
- Gorilla nuke striking out of stealth ~ Before 6/23/2015 it was very possible to recover from a stealth strike even from 2 stealthed players and maintain yourself in a 1v2 until help arrives but post 6/23/2015 you will usually die immediately, even on a bunker spec. I have done one conquest tourney and two 2v2 tourneys since 6/23/2015 and what I am seeing in the competitive scene is that more AoE stealthing = winning.
- Heightened difficulty cleaving or stomping enemies ~ Thieves, Mesmers, Eles all stealthing when downed, all teleporting or moving while downed in stealth and all reviving each other “with plenty of time to do so mind you” while in elongated stealths. These overly frequent team AoE stealths post 6/23/2015 are contributing heavily to why classes with downed state movement are even more ridiculous to kill than they ever were pre 6/23/2015. Again, the more stealth the better.
- Too much stomping power ~ Most of the CCs in the game that could stomp an enemy stomper require direct targeting to hit. When there are too many frequent team AoE stealths, stomping becomes easy to do so much to the point that these light classes are actually better stompers than heavy control characters with stability. Once again, more stealthing = by far easier kills.
- Plainly too much disengagement ~ When a team with no stealthers would get low on life, be easily targeted and die and have to go on respawn, stealthing classes simply disengage, heal and comeback. Reducing their time spent off point when they would otherwise be staggered. Before 6/23/2015 I felt the amount of stealthing was in a good place. Players needed to be wise with the usage of these stealths but now post 6/23/2015, stealthing is too frequent such to the point that players can actually be sloppy with it and still have stealth left over for the 10s disengage/return to a point with full health. Stealthing = winning
Let’s summarize this:
Post 6/23/2015, with the implementation of essentially 6/6/6 traiting and the overall DPS creep, stealthing has become too powerful of a mechanic in it’s current state. DPS striking from stealth has become a sure fire way to burst down a given player while allowing them little to no counter-play at all. This stealthing allows too much disengagement such to the point that when non-stealth classes would otherwise die on point, a stealth class just disengages, heals and comes back, never needing to go on respawn unless he gets greedy and stays too long in combat. This stealthing also allows a frequent & strong ability to secure stomps that non-stealthing classes cannot keep up with. This overly frequent stealthing also allows to much defensive stature for a team to hide when downed, move with downed movement skills and revive each other, all the while avoiding targeted CCs and cleave.
Suggestions:
- Decrease the durations of AoE team stealths
- Add a mechanic ~ If you are stealthed and then get downed, you are revealed.
- Add a mechanic ~ If you are stealthed and get hit (X) amount of times while in stealth, you are revealed. It could work like intensity stacks with stability. Let’s say SR gives 10 stacks of intensity, which allows you to get hit 10x before being revealed. Where as simply Heart Seeking through a BP Shot grants only 3 stacks of intensity, ect.. ect..
Stealthing needs more defined mechanics.
I would say that stealthing is exploitable in it’s current state post 6/23/2015.