Good thread, good points Arkas. Allow me to shamelessly copy/paste a large post I made about the state of PvP some 2 months ago, as it seems to fit nicely in here.
Lower Autoattack Damage
- As of now, simply spamming #1 is a very efficient strategy. The base damage is so high, that any profession can apply immense pressure, by nothing but their autoattack. Add conditions to that (Ranger etc.), and entire fights can be won by spamming #1, and nothing else (Spirit-Rangers).
Remove all passive traits
- There’s absolutely no counter to these. If I dodge the Dhuumfire proc, it doesn’t reset/go on a cooldown, it simply trigger on the very next attack. Regardless of how well I play, Dhuumfire will hit me every single time. The same thing applies to passive healing/condition removal. There’s no counter, and it promotes brainless play. Removing X conditions every X seconds is not rewarding skill. It’s lazy design at best.
Adjust Risk vs. Reward / Melee vs. Ranged
- In general, the Risk/Reward ratio is way off. Pretty much everyone is running ranged builds, as they deal equal damage, with the added bonus of being at range. Ranged skills should, in general, be ’worse’ than melee. This is how Risk/Reward ratios work: You’re sacrificing the ability to kite, for a bit more added damage (In Melee), or: You’re sacrificing a bit of damage, and gaining the ability to kite (In Ranged).
This section should also cover mechanics like Warriors Adrenaline. Missing an adrenaline skill has no risk. If you miss, there’s a small internal CD. I propose; If any Warrior F1 skill misses, the Warrior loses all Adrenaline.
Fix the effectiveness of AoE
- There’s simply too much, it’s too strong, and it’s too easy to land. Make more AoE act like the Warriors Whirlwind Attack. Reintroduce Charged Skills (These are great, as their Risk/Reward ratio is excellent), and reduce the overall damage of AoE skills. Preferably, introduce some kind of diminishing return on them, like: 100% damage when 1 enemy is hit; 90% damage when 2 is hit; 80% damage when 3 is hit, etc.
Redesign Elites - They should be gamechanging
Look at how Dota 2 / HoN / LoL incorporates elite-skills. A well placed elite can change everything. There’s an absurd amount of skill involved in these, as placing, interrupting, positioning etc., all decide the effectiveness of said elite. In GW2, a Warrior will spam Signet of Rage every single time it’s off Cooldown. No one really notices it, and no one cares.
Fix the way Condition Damage / Conditions work
- As of now, you only need 1 stat to deal great damage through conditions, and that’s ’Condition Damage’. If you wanted to spec into power, you’d need: Power, Precision and Critical Damage. This means, that speccing in to Condition Damage, leaves you a lot of stats to put in defense (Healing, Toughness, Vitality). Again, there’s no risk. You get the damage as well as the defense with conditions.
I propose something drastic: Make Burning and Bleeding the only conditions that deal damage over time. Make Torment deal 0 damage to anyone who stands completely still, but up the damage if they move (Like Bloodseekers Elite, from Dota). Make conditions, and condition removal, less spam-able, by either;
a) Increasing the cooldown on skills that inflict conditions, or
b) by removing conditions from a lot of skills.
This would promote a meta, where conditions were to be applied effectively and situationally, and removal-skills saved until completely necessary. Imagine using Poison just before an enemy heals, Blind before the big Churning Earth, Chilled right after (to prolong the cooldown), Vulnerability before a burst, Weakness when he’s out of dodges, etc.
Clearer animations on important skills
- A game-changing skill should be accompanied by a very visual animation. Give us a chance to dodge / block / interrupt that skill. Churning Earth is an example of a good skill, while Signet of Spite is an example of a bad skill.
Reducing Endurance regeneration
- I saved this one for last. It’s a huge problem at the moment. Dodges should be preserved and timed, but the endurance regeneration is so high, that the best use of dodges, is to spam them. All passive endurance-regenerating traits / skills needs to go. Sigil of Energy needs to go, Vigor needs to be toned down.