- Blocks:
Although I really like the intent of blocks, which is a denial of a specific enemy attack, in GW2 single attack blocks have a very low chance of success. Abilities: Aegis, Counter Blow, Riposte, Counterattack, Illusionary Counter. (Even the names here suggest countering)
1) There is too much AoE. In a crowded fight you’re gonna get hit by too many AoE attacks before you can block the one you want.
2) There are too many minions and summons. Mesmers (a trillion of clones and whatnot), necromancers (minions) and rangers (pet) shine here the best (spirit weapons, Thieves Guild, ele pets), however, anyone can have a popular rock dog. With so many minions and summons in the game, they will almost always disrupt your blocks.
Solutions?
– Make blocks last longer but as a cost to endurance or health.
– Make blocks lock on a target like a debuff or something.
– Replace with another abilities.
In general I guess blocks are good for PvE, especially Aegis, but which one gets the priority here?
- Quickness:
Quickness is a poor mechanic itself in my opinion – it basically makes builds unbalanced like Hundred Blades, Pistol Whip or Heartseeker. However, the ability itself among the classes is unbalanced too.
Solutions?
– Remove quickness but improve abilities which become weaker without it.
– Make quickness downside the same for all classes – 50% more damage taken.
-Down state:
A lot to talk here and we all must have experienced how annoying sometimes it can get. Basically:
1) Down state damage is too high. Mesmers and thieves can kill groups of players which is absurd considering they were already ‘killed’.
2) Down state is very unbalanced when it comes to 1v1 and 1v2 situations. Example: you can kill a ranger yet stay alive with very low hp. Ranger kills you in down state and then he out-heals you resulting in you losing the 1v1 even though you killed him first. Should this be the case?
3) When downed enemies can keep you alive for as long as they want. While it can be strong strategically it is extremely annoying to play against.
Solutions?
– Make all down states the same. Either design a new one or choose already existing one preferably guardian’s. Also remove 50% damage trait.
– Also could leave only 1 ability in down state. It should be a crowd-control one to prevent people from executing.
– Implement a timer for down state. For example, after 10 seconds you die.
Removal of downstate would never happen so not even bothering.
-Teleports:
Teleports are crazy good in this game. Not only they are very good for roaming but they can work as escape and positioning tool. Now considering all of the teleports have less then 1 minute cooldown they can be basically abused in fights making focusing and tracking enemy targets very hard.
1) Phase Retreat is my best example here. In my opinion, it is an absurdly overpowered ability. What can it do for a 10 second cooldown? Break crowd-control, apply leap finisher, teleport from danger possibly onto structures (check Helseth stream). Basically it wins fights.
2) Thief is the master of teleports and how superior it becomes to other roamers we can most clearly see on Kyhlo. Reach own trebuchet – 1 second after the game starts. Reach clocktower’s capture point by teleporting through the wall also quicker than anything in the game. Not to mention clocktower’s ledges which allow thief to roam across the map extremely fast.
3) Teleports are not affected by anything, whereas other mobility skills such as Swoop or Rush are almost denied by cripples and chills.
Solutions?
– Remove an ability to teleport on structures or at least limit it. To instantly reposition in a fight is already very strong, not to mention stun break on teleports.
– Another way to go would be adding a some sort of debuff after teleporting like endurance drain.
– Make other mobility skills more appealing.
- Heals:
Heals are quite imbalanced among the classes, I have no idea whether some classes are supposed to have better heals than others. I am just going to compare several heals:
1) Warrior’s Mending: 25 sec cooldown – 5560 heal and removes two conditions.
Necromancer’s Consume Conditions: 25 sec cooldown – 5240 heal and removes ALL conditions and heals additionally 724 for each condition removed. So with at least two conditions it would heal for 6688 while having the same cooldown..
Solutions?
– Just increase the healing on weaker heals. Math is not that hard, is it?
Thanks for reading and share your thoughts!