So with all the balance talk going on I’m gonna post my ideas and suggestions here for you to agree with, ridicule, argue with, whatever the heck you feel like doing with, etc. Right now, this is what I feel would be the best changes to make in the game.
General Balance:
-Ports no longer proc effects from traps and aoe cc (ring/line of warding, test of faith, static field, etc.)
-Boon access reduced (boons should be present but not permanent, there are too many out there right now and it skews balance too much when you have to take into account how many perma boons are possible to achieve)
-Stealth removed from all classes except thief to allow for a change in interaction and behavior (stealth stripped but revealed not applied when you hit a block, evades behave the way they do now. S/d 3 will cycle using this interaction as well)
-CC access reduced significantly
-Overall condi access reduced and duration increase stats no longer exist in pvp (for boon and condi both). condi is split between pvp and pve (pve stays the same, pvp takes the pre stacking change approach and most are limited to 1 stack with confusion no longer having ticking damage)
-All base damage and healing reduced and scaling increased (forces people to invest into what they want to do, no more tanks hitting like zerkers)
-Thief, elementalist, and guardian health pools increased to match mesmer health pool
-All passive counter-cc traits removed (players should be rewarded for timing and landing cc properly, idiots should be punished for eating it)
-All passive low hp procs removed (people shouldn’t get freebies when it comes to combat, if you take too much damage you die learn to survive if that’s a problem for you)
-All passive procs on runes, sigils, and on hit traits removed (random procs have nothing to do with skill. Removing them is the best way to make the game more competitive and easier to understand.)
-Krait rune 6th effect dodgeable/blockable
Elementalist:
-All scepter autos have increased attack speed/shorter cast times to allow synergy with on cast healing signet and damage increased by 15% across the board
-Phoenix speed increased by 20-30%
-Ether renewal cast time reduced to 2 seconds, conditions cleansed reduced to 6
-Glyph of elemental power trigger chance increased to 33%, cd reduced to 40 sec
-Glyph of storms cd reduced to 45 sec
-Arcane shield cd reduced to 60 sec
Tempest (or things associated with it)
-Aura heals reduced by 30%
-Protection duration of elemental shielding reduced to 2 seconds
-Hardy conduit reduced to 10%
-Invigorating torrents reduced to 3 seconds per boon instead of 5
Thief
-Shadow shot damage reduced by 20%
-Auto attack damage reduced by 5% (dagger)
-Backstab buffed by 20-25%
-Unload might removed, damage buffed by 7%
-Body shot now rolls back and evades (similar to staff 3)
-Vital shot when p/p is equipped changes to remove bleeding and buff auto damage by 30% (stays the way it is now when p/d is equipped)
-Trickster recharge reduction removed and replaced with gain 1 stack of stability when you use a trick (5 sec)
-Withdraw returns to 15 sec cd
-Roll for initiative 45 sec cd
-Haste cd reduced to 50 sec
-Scorpion wire reliability issue fixed
-trapper’s respite cd reduced to 15 seconds (allows it to be used with any heal)
-deadly trapper gets a 5 sec internal cd (helps to stop extreme might stacking)
-Improvisation changed to recharge one random skill on your skill bar (allows good thieves to time their steals with certain skill recharges to gain the benefit they want) cd given of 40 seconds (once every 2 steals if the skill was used off cd)
-Practiced tolerance changed back to buff vitality instead of ferocity
-pain response regen duration reduced to 7 seconds
-upper hand regen duration reduced to 3 seconds cd increased to 3 seconds
-slight of hand recharge reduction now made baseline
Daredevil (or things associated with it)
-Impacting disruption damage reduced by 50% internal cd of 5 seconds
-lotus training condi durations halved and impacts changed so that each enemy may only be hit by 1 impact
-bound damage removed but leap finisher stays (should be a utility not a burst skill)
-Dash has a 3-5 sec cd on condi removal
-Bandit’s defense cd increased to 18 seconds
Warrior
-Defiant stance changed to behave like the glint heal
-Body blow only has an effect on interrupt
-Fast hands made baseline
Berserker (or things associated with it)
-Smash Brawler trait removed (too much spam with it)
-Quickness on Fatal Frenzy replaced with 5 might
-Bleed duration on Skull grinder halved
-Only 2 confusion stacks are applied per normal hit (4 if it interrupts)
Ranger
-Spike trap cd reduced to 30 seconds
-All base ranger pets become more reliable when it comes to hitting the target
-Pet base damage reduced by 7% (allows them to have similar damage to now because the pet will hit more often instead of missing the target)
-Pet stats now match that of the ranger rather than each pet having their own stats (will stop full bunker builds from being able to deal significant damage through their pets, but will make full glass builds very threatening as both the pet and the ranger will deal high damage but be very squishy)
Druid (or things associated with it)
-Ancient seeds cd increased to 20 seconds
-Primal echos no longer dazes
-Natural convergence no longer roots the player
Necromancer
-Boons are no longer corrupted by scepter auto
-Deathly swarm projectile moves 30% faster
-Corrupter’s fervor toughness per stack reduced to 20 duration increased to 10
-Vital Persistance baseline
Reaper (or things associated with it)
-Deathly chill bleed duration reduced to 5 sec
Guardian/DH
-I don’t have enough experience playing on this class to even take an informed guess at what needs to change. If some ideas are posted below I will add them to this
Engineer
-Rifle damage increased across the board
-Net shot projectile speed increased and reliability increased
-Shield 5 reduced to 30 sec cd
-Glue shot immob increased to 2 sec
-Grenade 5 made a poison field again
-Ground target bug fixed (the one that causes nade and mortar to fire into the ground and get no effect)
Scrapper
-Hammer damage reduced across the board
-Rocket charge only gives 1 leap finisher
-Final Salvo stability duration reduced to 3 seconds (gets an internal cd of 5 seconds)
-Gyros get a cast time of 1 second
-Bulwark, purge, and medic gyros cd increased to 30 sec
Mesmer
-Greatsword 2 gets it’s extra bounce back
-Greatsword auto damage increased by 5%
-Sword auto damage increased by 7%
-Blurred Frenzy damage increased by 7%
-Illusionary counter torment duration reduced to 5 seconds
-Confusing images confusion duration reduced to 6 seconds
-Main the disillusioned torment duration reduced to 4 seconds
-Mantra cast times reduced to 2 seconds
Chronomancer (or things associated with it)
-Continuum split no longer affects elites (as a result moa cd reduced to 100 seconds and time warp cd reduced to 100 seconds)
Revenant/Herald
-Given more condition clears through traits
-Direct damage mitigation reduced (fewer evades on weapon skills like surge of the mists and unrelenting assault and a cd of 5 seconds of the shiro evade)
-Facet of strength base might duration reduced to 10 seconds
PvP system changes:
-No class stacking in queues (premades will not be allowed to queue until all duplicate classes are changed)
-Profession based mmr introduced to make learning a new prof easier
-No swapping inside matches (both before and during will be locked)
-No more forcing players to 50% wins (if a player is good enough to win 99% of their matches then let them, don’t try to rig the system as it frustrates the good players forced to carry noobs and it frustrates newer players who feel they can’t contribute due to all their opponents being beyond their skill level)
There ya go
(edited by Ario.8964)