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)