So let me start off by saying this is going to be a lengthy read. I also apologize because I had a very similar thread I made awhile ago but either it got graveyarded or I just missed it. As I remember it the items I listed in the thread did get a lot of positive support and some criticism.
I will be organizing this by class and/or major mechanic. I will also try to have the flavor of something you could see in real patch notes except with a little notations of explaining behind any changes that might not inherently be understood.
Please keep all support, criticism, and opposition as mature as possible.
I believe that one cannot really understand a class just by playing Spvp, but wvwvw and getting to 80 in PVE as well. I also have the least experience with Engineer, Warrior, and Ranger classes but the times I did play them (and against them) they seemed to be balanced enough to have multiple viable builds for countering most situations. If there is anything you think that is important for these classes that I should have included, please include them in your reply and explain why, so I can better understand (and probably edit them into the OP).
Also note that most of these changes are with the inherent expectation that most/all of the important bugs with all classes whether it be talent related or ability are fixed before hand.
I will start from smallest changes to largest
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- Downed state #1 Discharge Lightning; damage has been increased by 10%
- Downed state #2 Grasping Earth; Now causes a 1/4s stun on all nearby targets when activated. Radius = 180
- All applications of quickness now only effect the next (1) ability used.
- All Talents and Sigils and otherwise proc based Quickness have had their internal cooldown cut in half, duration remains the same.
- All utility slot abilities that cause quickness (This includes Frenzy, Elixir U, Quickening Sephyr, and Haste); Duration has been increased to 5 seconds, Drawback duration remains unchanged.
- Mesmer Elite Time warp; Now applies only 1 application of quickness at the activation of the ability, duration 3 seconds. The field now pulses causing each ally inside to strip a boon off their target with each attack for the duration.
- Elite Skill Moa Morph; Healing, Utility and Elite abilities will still remain on the player’s bar when effected by this transformation. This ability no longer despawns summons or minions.
- Sword #3 abilities Illusionary Leap and Swap; Range has been increased on both abilities to 900
- Phantasmal Warden has been reworked; The whirl effect produced by the Warden still reflects projectiles however overall damage has been reduced by 25%. The Warden is now a stationary Phantasm and will never move unless Shattered. The whirl produced by the Warden now launches magical projectiles similar to the Guardian Greatsword #3 ability (whirling wrath) instead of being related to the Warrior axe ability (whirling axe).
Note: This is partially a QoL bug fix. Currently the Warden is doing very high damage to targets in very close proximity. However there is a bug where the Warden will not correctly move back into the correct range when preparing to use the ability on targets that have moved out of range. With this change the Warden will now do Moderate damage instead of high, never move unless shattered, but have some slight ranged PBAOE function
- Signet of Inspiration; Now applies a Random boon every 10 seconds outside of combat as well.
Note: This is a very small QoL adjustment
- Axe #1 ability Rending Claws; Damage has been increased by 10%
- Axe #2 ability Ghastly Claws; Damage has been increased by 20%
- Dagger #1 abilities Necrotic Slash, Stab and Bite; Range increased to 600
Note: This now makes all Necro dagger abilities synergize better
- Dagger #2 ability Life Siphon; Damage per hit has been reduced by 15%, Healing per pulse has been increased by 30%
- Scepter #3 ability Feast of Corruption; Now does 15% bonus damage per condition on the target
- Talent Vampiric and Vampiric Precision; Effect has been slightly increased