Let me start this post saying that I love Guild Wars 2 combat. I personally have not encountered any system in an mmo that is as visually appealing and fun. That being said, there are some minor to major flaws that have cast a shadow on the sPvP/tPvP systems. Just to avoid the typical forum rage I want to start by stating that this is not a post about OP abilities, or any mechanic that I have not found a way to counter (I have learned to play :0 ) It is simply a look at certain setups between classes that do not foster a good sense of balance or consistency.
This breakdown is not here to address things you personally like or dislike. This post is aimed at pointing out things that clearly put professions on a different level, contradict themselves, or conflict with Anets design criteria (judged by blogs, forums posts, interviews ect.) Also please format replies based skill categories like weapons skills, utilities, profession specific abilities.
Weapon Skills:
Arenanet has stated before that when in combat many abilities work on the idea of a risk/reward paradigm. The more risk you take, the greater potential for damage you have. Considering this, there are several abilities in game that are inherently very poorly designed. The most obvious example I see is the #1 skill for the mesmer GS and ranger LB. If you are not familiar with these skills, their damage scales based on distance. The farther you are away the more damage they do. This simply is not logical on any level. It promotes the idea, especially in team fights, that a player can remain in a place with very little risk of harm and push out more damage than the classes risking their hide to fight. It would make much more sense if damage was increased based on how close the target is, while maintaining a steady level of fair damage at max range. Seeing as both of these weapons have good damage and a knockback (ironically ranger has a knockback that DOES increase based on how close the target is) this change would not cripple either of the weapons. If anything it just allows them to function more fairly in regards to melee professions.
Utilities:
This wouldn’t be so bad if other classes were not hit so hard by this “concept”. I personally do not play a warrior, but in order for them to use frenzy they must take 50% more damage. Risk = Reward. However a mesmer has access to an elite that has no personal drawbacks, lasts longer, and effects all party members inside of it. Yes, you must remain in the field to gain the buff but with the current conquest game mode this isn’t difficult. You may say that the cd on time warp and its status as elite is the reason for this. I can agree that the cd does help, but mesmer isn’t the only one with quickness that comes with so little cost. Both rangers and thieves (and engineers as long as the RNG gods are on their side) have access to quickness with very little inherent “risk”. Any skilled ranger can time his quickness to avoid the 6 second inability to heal. Not to mention the fact in PvP heals are regularly on cd, taking out all the risk (especially if they are using SB/LB). And while endurance is important for thieves, between the mobility and stealth they have, a well timed quickness won’t in anyway put them at risk. Warrior however must be in the heat of combat 90% of the time to use quickness effectively (rifle being the only decent exception) and the risk he is taking is far greater than that of all other classes (RNG engi’s excluded) who access it.
(edited by reedju.5786)