Discussion: additional class mechanics

Discussion: additional class mechanics

in PvP

Posted by: Sorel.4870

Sorel.4870

The game is now almost three year old, and players have had plenty of time to explore the existing eight professions. I open this thread to discuss about a possible rework to some profession mechanics. I know it’s only a “what if?” game, but it’s always good to keep the debate open, especially with HoT and a lot of balance changes coming soon.

I’ve been thinking about additional mechanics that could be added to some existing professions, with the main focuses being, in no specific order:
- profession thematics
- balance
- quality of life (QoL)
- build diversity promotion
I don’t play guardian or necro yet, so I won’t talk about these two professions.

Engineer and elementalist
For me, these two professions already have some of the best designed mechanics in the game. I can’t think of anything to add. Most engineers run speedy kits, but I can’t see it being added as a class mechanics, it doesn’t really fit the theme. Same goes for the boons on switching attunements

Thief
Thief already received a great quality of life buff to initiative, by giving more regen and less dependance on traits, so I think regarding its mechanics, it’s fine as it is. Most thieves in PvP take a lot of Steal-related traits to make it a devastating skill, but imo Steal is still very good non-traited, so no need for a rework here.

Warrior
I started playing warrior just after the adrenaline nerf, and I think this nerf, especially the out-of-combat decay, really fits the profession (getting stronger as the fight gets longer). The profession is nowhere as strong as it once was, which is why I can safely suggest some QoL improvements:

- Untraited 5s weapon-swap. It’s now on a minor trait in a good trait-line, so not much of a buff, but it really fits the theme of the class, while favoring build diversity and helping players in the leveling process.

- Cleansing Ire no longer gives an adrenaline boost: this boost is incorporated to the core mechanic, just like it was done with the thief’s initiative. The condition cleanse stay on the trait. I think it would be good for build diversity.

Mesmer
Mesmer is not a very strong profession in the current meta, so the improvements I suggest are meant to be buffs. If it’s too much, something would have to be changed elsewhere.

- Deceptive Evasion becomes a core mechanic. The clone on dodge is used by every build except phantasms builds, and even then a clone cannot overwrite a phantasm, so no issue there. It suits the profession very well, and this trait is a major impeachment to build diversity.

- Diversion becomes an AoE. 3 to 5 targets. There is a trait for that, I know, but the non-traited skill already FEELS like an AoE: it looks like an explosion. I played mesmer for an entire week before I noticed this skill was single targeted. The other shatters are AoE, it just feels wrong this one isn’t.

Ranger
I don’t like playing ranger, for many reasons. One of those is that a profession who is supposed to be an adventurer roaming in the woods is SO SLOW: only a few leaps, and almost no access to swiftness. Rangers are in a weird place in the current meta, because why would you take a condi ranger to be your close holder while you could take a cele elementalist that can support the team at mid and nevertheless never be decapped because of his great mobility? Solution:

- Give rangers a flat 25% speed bonus, at level one, without traits, without the Signet of the Hunt.

I already hear you cry: “Why give that to rangers and not mesmers? Mesmers have no way to get a 25% movement speed increase without Traveler’s runes!”. I hear you, but it just fits the ranger theme a lot more. I’m all in favor of a speed increase for mesmer, preferably not relying on the specialization, but I can’t see it being a class mechanic.

There you go, that was my input on the matter. What do you think? I’m interested in hearing about guardians and necromancers on the issue.

(edited by Sorel.4870)

Discussion: additional class mechanics

in PvP

Posted by: Zende.1704

Zende.1704

Totally agree for Warriors, even one of these buffs would be a for QoL. They would also help a lot for build diversity, especially for non-celestial warriors and being less reliant on this amulet is needed for warrior in tPvP now to make non longbow specs a little more viable (they are not unviable but the utility lost still hits hard without LB).

As for the other changes, I don’t play the other classes that much but I would say that the change for rangers should exist with a drawback, like only when out of combat or when pet is sheathed. This would make the ranger able to kite more, but with a little cost.

For mesmers, diversion should cleave more the more clones you have(single target with no/1 clone, then up to 5 targets with 3 clones and IP). For deceptive evasion, I guess that clones can replace phantasms if there are already 3 so that should be looked into not to unintendedly nerf builds.

TL;DR: Warriors, great!, Ranger, maybe tone it down to not make them ultimate kiters. Mesmer pretty cool if diversion is not AoE without clones and make sure that deceptive evasion doesn’t kill phantasms.

(edited by Zende.1704)