ANET make a PvP balance mission statement...
And stick to it please! You could change the perception about your game if you committed to doing regular balance parches (as in once ever 2 week, 1 month, 2 months… pick one).
The state of your PvP as it is now is not only bad, it is a huge disservice to your community and has more than likely turned more than a few people off to your game completely.
GW2 as a F2P game could become a relevant title in online game PvP if you simply made it your duty to provide balanced platform mechanics while also shaking things up on occasion.
+1
GW2 originally had this type of system back when living story was first introduced. However hitches when adjusting mechanics prevented this from panning out. From a developer point of view by not saying anything about schedual they aren’t potentially digging their own backlash grave.
Also, adjusting balance too frequently can prevent us from truly seeing what is actually strong and what isn’t. Pacing out changes allows people to really settle into what’she consistently strong instead of the short lived flavor of the month that people haven’the adjusted too.
Minion Masters were pretty popular when the huge trait system change hit. If they got nerfed within a month, then that would have been terrible because in time it turned out the build wasn’the really all that powerful. People simply hadn’the adjusted to it yet.
I believe the fighting game term for this is “match up knowledge”.
S/I/F engineer Z/R/D guard
(edited by striker.3704)
In terms of balance, all anet is doing is trying to make pvp even smpler than it is. By now they removed almost every depth in classes in terms of pvp. Thief is forced to run around cuz he cant hardcounter kitten, mesmer is forced to abuse invis cuz his skills depend on positioning, guard on every defensive skill they had got offensive meaning(they can even crit u with heal for 4k dmg… sigils crit like no tommorow) necro is basicly forced to 2 rly similar playstyles to abuse deathshround(daggers just stack it fast(dont even start writting kitten about condi necro… condi necro is dead all condi u have is cele))Eles with all thier insane survi that had to be smart before about thier rotation and how to stack might as fast as possible now get yolo mode with 3k burn tick that requires almost no rotation and no knowledge about thier class(all u need to do is drom 3/4 on fire and change attument. this kitten has 10sec cd so when u come back to fire just drop it again and repeat. 0 brain playstyle)Rangers that had to be smart and kite enemy now are just trapbots/tauntbots or are forced to shot from 1000range without any hope that enemy they take down will be finnished off in downstate, next we have warriors basicly forced to go zerker or shoutbow(less efective shoutbow). The only class that is somehow balanced in my opinion is engi, he has tons of viable fun builds, can abuse almost anything this game offers, from range to close fight from condi to burst builds, invis teamsupport they are most unique and fun to play, almost every build can be played and countered, one is easy to counter other is brutal(soldier engi) but still not op.
Back to the point. Game designers have almost no idea what role they want to put class in, Look at thief guys, 1 build for pvp 1 BUILD for pvp no way to play any other cuz every means of high dmg burst and survi they pinned to stealth, (dont even mention daredevil, everyone knows it was bad devs joke and we are still waiting for real thief spec).
What this game needs is easy changing every passive trait to something that has to be somehow activated, no 50%hp auto dps symbol or auto endurepain/shout/mantra/stealth/mistform/arcane shield put more traits to weapons to change thier playstyle a bit, make bleed stack crit chance on enemy so it can be power/condi like vuln. Dont make players react to something that is health based% (thats why eles abused vamp runes, cuz they were %based) Its rly dumb when most players dont even know what makes them so tanky cuz they just take “oh kitten traits” that will make them survive without thier knowledge, make traits that give them options like "you can activate endure pain 2nd time in 10 sec after 1st ends BUT will up it cd to 100sec forcing warrior to chose thier playstyle without feeling lucky moments (no warrior nor thier enemy know thier passives CD so there is no real using it in battle nor counterplaying it)