Bunker needs counters. I don’t agree with getting rid of bunker all together. I just think it needs more counters I.E. Ways to melt it down in a 1v1 or smaller group. The question is why does bunker have so many get out of jail free cards?
I think we need to ask ourselves what a bunker should be. In a 1v1 A glass canon and bunker should have both a good chance to beat each-other. They have opposite strengths and weaknesses.
But if we leave it at that then the bunker would still get melted by two players. And this is the big controversy, all these sustain passives and get out of jail free one click abilities.
Because if we were just to remove all of those, then 1v2 1v3 would become less frequent and the whole Idea of holding a spot outnumbered would be marginalized or non existent.
I believe the proper nerf should be for the insane anti cc that bunkers have. How many times have you placed a trap or landed a successful blow that should proc a daze or a stun, and it does nothing because of a passive that the bunker had on or they activated a invulnerable.
I have a few suggestions
1. Make invulnerable removable. I don’t mean easily. I can think of a couple ways to do this. You could give invulnerable stacks. Lets say 2 or 3 stacks. If the invulnerable is hard cc’ed then you lose a stack. That way you either have to spec for more than one cc to help you solo bunkers, or a group has to land either 2 or 3 cc to remove it. As far as coding goes, seems like it would be easy because you could simply use the aegis boon to rework invulnerable. You keep the property of aegis being removed from one hit, give it stacks (perhaps 3 max) and instead of every hit removing invulnerable, only selected hard cc.
The other way I can see to balance bunker would be to straight nerf their sustainability in 1v1 situations and increase their bunker ability the more enemies that are around.
You might ask yourself how this would be possible, but i think it really is possible.
Yesterday I was playing around with Druid for the first time. They have an elite ability that tethers to enemies around them. So how about an ability that you have to use or procs every 30 seconds or so that builds your toughness and other defensive traits the more enemies that are around you. Anet could figure out the best timing, though it should be well under a minute otherwise you could jump in a mob of enemies then go protect another point with the buff.
This way dueling the bunker isn’t as big of grind fest and if there is more allies to help beat bunker the buff would give the bunker a better chance at surviving.
I believe these two solutions could help. Perhaps they could both be integrated. Along with these changes some tweaks to healing would be in order I’d imagine.
The whole point of this is to allow Bunkers to keep sustain but lose it if they are OUTPLAYED.
Being Outplayed is the key to everything in balance.