The biggest issue with the downed state in it’s current form is the imbalance across the professions. It is an important aspect of gameplay, especially in 5v5 to not receive more attention. Yes, I know the Dev’s are busy, but I am just pointing out where a lot of the frustration is coming from.
1.) Some professions take tookittenlong to try and down (time is a valuable thing) – namely Thief and Mesmer. This is an issue, because if they are sitting on a capture point then you can not cap. So, in essence you have to waste valuable time trying to down whereas if it were an elementalist you could down them right away saving you time and getting your team points faster. Just think that if this repeats 4-5+ times in a match how many points start to add up (yeah, it can go for you as well, but that doesn’t defeat the argument). There is too large of a gap between what some classes can do in the downed state and others can not; really after Thief and Mesmer the other professions are 2nd tier (at least theres can be negated by stability), and then there is the poor elementalist…. shouldn’t they just die right away :P? I mean how often do they really get to use mist form in Spvp?
Then if you are in a situation in 2v2, 2v1, 1v2, 3v3 etc. if a profession can offer one side the opportunity to maintain the downed state longer either by wasting the other teams time from trying to down the player, continuing to DPS as they relatively ignore you, or you are able to get back up easier and into the fight there becomes a glaring issue of imbalance.
2. Some classes are just plain better or more of a threat in the downed state. Whether it’s damage or the ability to be rezzed by a pet, some classes have no chance in a 1v1 fight where both opponents go down at about the same time. I’ve had this happen at least 2-3 times playing as a Guardian where either a Warrior was able to get to the point of activating his/her #3 skill to come up and down me, or facing a Ranger where the pet rezzed the Ranger with me not able to do anything about it (my healing symbol does not heal enough to get me anywhere close to a rally against a player spamming damage on me).
3.) Lastly, some classes just do too much damage in the downed state it seems as well. I’ve seen ample situations where a player had a bunch of AI pets up and went down with me at around 20% hp after a good fight and I end up downed too, because of the damage output from the AI still being active and the downed player able to hit me for quite a bit. I usually just run away now when I know I won’t be able to actually down the player even if I’ve already won the 1v1 fight to cap a point and potentially turn the match.
I was (and continue to be) a supporter of this feature, but it does not work in it’s current implementation. The idea is good, just poorly/lazily thought out. I would vote to disable it for the time being in Spvp until something better is thought out on how to handle it all around. I think it’s perfectly fine for PVE and even WvW, but it’s just not working out in these tourny’s. The ability for a good team to rezz their teammates and cause rallies is a nice part of strategical gameplay, but not there is such a wide skill differential between downed state abilities. It would be at least a little different if a lot of these were from traits, because at least then you could give each profession something that he/she could spec into.
Anyway, it’s late and I couldn’t sleep, so this was probably more of an incoherent rant more than anything else. TL;DR: Downed state idea is cool, works for PVE/WvW for the most part, but needs to be disabled in Spvp (my opinion) for the time being until it is able to receive more attention to be planned out and balanced.