Hard counters
I personally am fine with Rock-Paper-Scissors balance because the game has always been about team composition and strategy and less about skill. I’m sure this will hurts some of you to hear but the game has NEVER been skill based at any point. No class takes that long to learn. Rather it’s about knowing how to set up a team that has the best variety of roles so that if the enemy team has something that counters you, your team has something to counter them.
Then at which point it comes down to how well your team does in larger fights. That’s basically how things were in GW1 as well. If you were a Warrior you avoided Mesmers because most hard countered you. Meanwhile you could totally wreck most other caster classes in the meta. It was all about making sure your team communicated well. It’s just a fact that it’s much easier to balance a R-P-S game than it is to have a bunch of soft counters where if one skill or trait is a little too good everything gets thrown out of whack.
What really needs to change is the conquest mode itself. The maps feel too small and with respawns being so fast killing an enemy doesn’t feel as significant. The capture points are also generally too small and have nothing interesting going on with them geographically. I like the idea of conquest but the execution wasn’t as good as it could have been.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
What, Necro can’t 1111111 against 1 profession and win? SHUT DOWN EVERYTHING
What, Necro can’t 1111111 against 1 profession and win? SHUT DOWN EVERYTHING
it also can’t use all of it’s skills in a well played rotation and win, either. Because none of them do anything outside of MM.