Class balance in PvP in regard to Conquest
I think the real problem is the large amount of “traps” in the game. For example, a player might see an ideal trait and go up and grab it not realizing it is bugged and thus offers no benefit. This is an example of a trap trait (necromancers had a end trait that weakened them for choosing it that was only fixed with last patch).
There are also many sigils that are just simply weaker and runes that are simply not good with any build. Some utility skills are broken or do not work effectively.
What this comes down to then is the illusion of options. But because of the many bugs and imbalances with those options you end up with a lot of “traps”.
A player may choose broken skill, bad rune/sigil, bad/broken trait and be punished for it unrealizing why. Even some of the amulets are simply not that good in 99% of scenerios.
So, your going to have a lot of angry players feeling the imbalance that does exist due to these problems. We could argue that there are certain perfect min/maxing of traits and runes/sigils that you MUST have to be good, and its the players responsibility to go online and learn these and research what is broken or not working etc etc. Or you could acknowledge that most players simply do not want to do this, and feel that it should be self explanatory and traits/utilitys/etc should do as they suggest they do.
End point, the game is not balanced due to too many broken or under powered options that leave too much room for mistakes. Obvious solution would be to fix the bugs and slim down some of the options on these broken/weak abilitys/traits/sigils/runes untill you CAN afford the time to fix them. Since neither of these are happening anytime soon…or atleast they havent shown to be getting done in a timely fashion….your going to have a lot of angry people, for a very long time.