After a long time of playing I think that one of the main problems with the game’s balance can be easily solved through allowing more classes reliable boon removal.
After playing classes like necro and mesmer who have boon removal if they should like to use it it has become pretty obvious to me that every class should really have access to this to allow counter play and to break down bunkers more easily. I know there are sigils to strip boons but if you aren’t running a critical strike using build (low crit or not crit focused) they are near useless. Sigils should not dictate boon removal completely for any class. Sigils are an addition to your build, not a definition of it.
Boons are extremely powerful things and are less able to be applied (generally speaking) than conditions are. I think that being able to remove these powerful buffs with well times attacks is paramount to the balance of the game. These are some changes that I think would largely improve the balance of GW2 Spvp/tpvp. There are a few other things other than boon changed that i want to address quickly before moving on to the main topic.
Firstly a suggestion or two in the general sense of the game:
#1: Let us see the % damage reduction our defense/toughness is giving to us in the Hero tab. I need to know how much that extra 273 toughness is giving me (made up number) compared to the 300 power im getting in trade (another made up number). These types of tools are useful and need to be implemented.
#2: Place a dps/healing/boon and condition removal/damage mitigated/ crit highs/crit lows/ all of the things that track stats of combat and what we do in a log. This is not a DPS meter, this is a statistical log in the hero panel to be used to calculative information to min/max builds. You are the only person who can see your log.
#3: Improve scaling of toughness, reduce protection to 25% (down from 33%).
REASON: 33% is too much for a single buff, especially one that everyone doesn’t have access to (cough cough warrior, the only class who cant use protection). So much suvivability should not rely on when one boon is simply up or not. 25% is noticeable, does the job, and is far more fair, allowing for toughness to feel truly protective.
Warrior
-Kick: Strips 2 boons when you hit someone with kick. (add 10 seconds of cooldown)
-Fear Me: Strips 1 boon on all feared targets.
-Berserker Stance: Your strikes have a 20% chance to remove a boon while stance is active, cannot occur more than once every 3 seconds.
Ranger
-Sick Em!: Your pet’s next 2 attacks also remove a boon.
-Black Widow Paralyzing Venom(same as jungle spider right now): Change to “Neurotoxin”: Convert 1 boon into a condition instead of stunning.
-Pink Moa Dazing shriek(same as black moa right now): Change to Nullifying Shriek, removes a boon in a cone.
-Sharpening Stone: Bleed with next 5 attacks, remove a boon with next 1 attack.
Elementalist:
-Arcane Blast: Removes a boon.
-(edit to include a conjure) Magnetic Shield: add boon stripping (1) to the dazing charge.
-Signet of Fire: Removes 2 boons from your target (no longer burns, deals damage on cast)
Engineer:
-Throw Mine: Aside from reworking its many other problems it removes an additional boon.
-“Trait” Devastating Explosions: Detonating turrets removes a boon from foes.
-“Trait” Kit Sapping: Each time you equip a kit you remove a boon from your target. 30 second cool down.
Thief:
Flanking Strike: yay!
Infiltrator’s Signet: Do we really need another shadow step? Remove 1 boon.
Bountiful Theft: Pretty sure this strips 2 boons.
Guardian: Having not played the guardian nearly at all i cannot make suggestions on this class. Anyone else wanna chime in?
All of these should remove the boon first, then deal the effect (IE Stability is removed first on kick, then the kick knocks back. This is to allow them to be useful as both boon removal and cc. They are not, however, unblockable.)
Thoughts?
(edited by Rump Buffalo.2594)