I’m ready for the salt and hate for this post but before you rage on me or tell me I need to L2P (Learn to Play) hear me out. I believe the new specializations need a serious balance. From Reapers chill damage to Engineers 20 second Stealth gyro. I’ve posted on forums about this before but I wanted to make a more serious note to these skills and traits in general. I believe PvP should be skill based and not who ever skills are most “Over powered than the other” wins. Guardian or the new specialization “Dragon Hunter” is very oppressive , from the 4 second cool-down on True Shot , to the traps activating and dealing massive damage even when a player dodges through them. I believe the skills need either a higher cool-down or a damage reduction. There’s even traits that make the cool-down reduced. Another skill such as the “Shield of Courage” virtue is a bit over powered. Not only does it give frontal blocks from all attacks the Hit-Box on trying to hit the player using it from behind is extremely small. The tool-tip for this skill says it blocks projectiles it does not say it blocks all damage from all sides of the player but behind. “Wings of Resolve” virtue does massive healing , which i don’t think is a problem too much other than it is base 3890 heal, where as Virtue of Resolve only heals at base for 1625, which no Healing power included. Massive jump in damage from just a Guardian becoming Dragon Hunter. Last skill on Dragon Hunter is the “Spear of Justice” there’s virtually no animation or indication to tell this skill is about to hit; Its faster than binding blades ! My suggestion would be to add a little flash to this skill just like they did with Warriors Pin-down skill on bow. There’s at least an indication it will go off and allow the player to dodge it. The skill would come in where the DH could time this pin-down right after a dodge roll or knowing how many dodges the enemy has left to time this skill perfectly, rather than just instantly having the spear locked on to someone even as they go into stealth.
Moving on to the next would be Scrapper. Not too much about this class other than the fact that every gyro has a 20 second cool-down . Especially the Elite skill , stealth gyro which is basically a moving thief’s shadow refuge. This Elite skill gives more stealth than PU Mesmer Mass invisibility which they had to NERF because it was too oppressive. So why did they think a moving Shadow Refuge stealth would be ok? that continuously gives 4 stealth stacks every pulse. My suggestion would be to increase the cool-down and reduce the stealth stacks , if it’s to be balanced correctly. Or change the mechanic of the stealth gyro so that if you leave circle you are revealed.
Next we have Revenants. A trait I really want to address is “Unwavering Avoidance”. This trait has no ICD , every trait that continuously deals damage or give a boon should at least have an ICD. This skill matched with "Enhanced Bulwark " gives 2 stability on dodge roll. Surprisingly though Enhanced Bulwark has a 1 second ICD but not Unwavering Avoidance. Also a Grandmaster trait called Roiling mist gives Revenants 100% crit chance on sustained fury . This is great and all but 100% crit chance ? Why 100% ? Why not 50% ? why not even increases precision by 150 along with power or something? 100% meaning none of their hits are ever gonna hit regular unless fumble is applied . When a Revenant is using Herald Elite specialization they constantly have fury applied along with 50% boon duration . Very oppressive in my opinion. They have evades on almost all their skills not to forget the fact that using Legendary Assassin Stance skill “Riposting Shadows” gives them 50 endurance gain , giving them more dodge rolls and even more Stability stacks with no ICD on Unwavering Avoidance + the boon duration making them able to stack at least 8 stacks of stability. All in all infinite stability stacks if you time the dodges correctly , which even the most average player can do with out any skill or effort.
Lastly I would like to address Druid and Reaper . Druid’s Avatar form is known to be healing elite specialization skill. Even base heals on a full berserk stat; healing druids are extremely effective. I think the heals were already addressed before in a previous patch but i think a fine tune could be addressed a bit more. And final , Reapers and chill damage from the Grandmaster trait Deathly chill. I think the base chill damage is a bit high, considering the fact that just about every skill from Reaper applies chill.
Thats all i have to say about the new specializations and the balance changes. It’s great that these specializations were built mainly to fight monsters in PVE but when it comes to PVP ; the core of the game basically , all of these skills i have addressed are way over powered. I hope you get a chance to read this with out ignorant comments included and understand that I am not trying to bash the game, I love guild wars i’ve been playing Gw2 and Gw1 for 3 years. I am a concerned player that believes this game has a LOT of potential and it can do better . It revolutionized MMORPG’s since the start back in 2012 .
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