Here’s a few things that I think are too strong at the moment.
Greatsword Mesmer – The damage is just insane, if S/D thief or Necro ever get nerfed (mesmers counters) the greatsword mesmer will just range from afar destroying people while his teammates make sure nothing gets to him.
Elementalist Burst combo – You can chain many instant cast abilities together and affectively do what any dagger thief does and bring someone from 100-0 in split seconds, but as an elementalist you bring so much more to a team than a dagger thief. Arcane spells are to blame in my opinion. Weaken arcane spell damage drastically (damage halved or a little more) but give them some kind of utility. Say… make elemental surge base line? Just reduce the burning to 3 seconds. 5 seconds would be too strong. And maybe make air spells 2 seconds of weakness because so much access to blinds is also pretty crazy. Yeah just tone down the base line elemental surge and all is well.
Necromancers – I think the rest of the forums can tell you about this one.
Sword/Dagger Thief – It just dodges too much. It is often the biggest threat on the enemy team but also the last thing you wanna focus because you will end up wasting all your spells on him while he’s dodging. Alternatively you could leave the thief himself really strong but reduce his utility. Shadow Refuge is just as strong of a rez utility as any other in my opinion if not stronger and is only on a 60 second cooldown. Lyssa runes are also pretty strong, reduce boon duration to 5 seconds instead of 10? Obviously nerfing all of this is way too much. Just choose 1 or 2. It’s also kind of odd that flanking strike aoe cleaves. That dagger has quite the wide range of attack!
Weakness – This condition went from not affecting critical strikes at all to absolutely destroying them. My arcane spells can hit a 1600 toughness necromancer for about 1700 average but if it glances from weakness it just went down to 360 damage. That is an absolutely drastic reduction of damage on top of reducing my endurance regeneration. It’s also entirely plausible to get 20+ seconds of weakness on you quite often from necromancers.
Stealth – This is the biggest one for me and I talked about this a long time ago in the SOTG and it’s just gotten more and more out of control. If you have two sources of long stealths in your teams line up your options at any point in the game and especially at the beginning are limitless.
There HAS to be a limit on how much stealth you can get. 6-7 seconds sounds reasonable to me but even then with two sources of stealth that is 12-14 seconds which will still give you tons of options and advantages over the other team. Stealth is a REALLY tough one to balance. As it is now people are walking around the map all leisure like for 30 seconds just talking amongst themselves like “Well I dunno who do you wanna 1 shot? We’ll 1 shot jimmy, no… bob! Well actually lets not even attack this node, onward to the enemy close point! Okay we are all here? Roger Roger. 3 2 4.. I can’t count… go! success! that other team can’t counter our amazing strat lol!”
Another solution is to give stealth some sort of counter.
AOE damage has been talked about in the past and I feel like nerfs to Ele burst/greatsword mesmer/necro actually solves this pretty well.
Discuss away but please be constructive.
(edited by Phantaram.1265)