Too lazy for a preface, so I’ll just cut to the chase.
- Fixed range casting/min casting range
Currently, players are allowed to cast anywhere within their max range. This is inherently bad for for a game that tries to promote positioning because it effectively subverts strategic positioning. There’s absolutely no difference between fighting an Ele at 300 range and fighting at max range. The Ele can AoE you all the same, regardless of position.
By making certain abilities cast at a fixed range or adding a minimum range you effectively make positioning more relevant. Re-balancing and re-designing skills will obviously be necessary.
- More varied AoEs
Contrary to the game’s logic, AoEs can exist in shapes outside of circles and lines. Based on the shape, an AoE can be directional, adding some depth to its use. They also don’t have to be static. For instance a slow moving fireball that hits multiple times effectively rejects the area it’s currently at and the area in its movement path. Moves like this are well-telegraphed by nature, and also pretty interesting because they add more position and execution depth.
- Channel casting
Strong AoE skills need some kinds of drawback, and sometimes the answer to it is to require players to commit themselves to channeling it. For instance Time Warp is an absurdly strong skill because the Mesmer can simply cast it, but if the Mesmer was required to channel the skill to keep it up, the skill would then be more balanced since enemies can stop it.
- Tone down the graphics.
Not related but holy kitten is it hard to see when there are AoEs everywhere. Players like being able to see, ya know. Tone it down.