These are all the balance changes I would make for a single balance patch. All these suggestions as specifically aimed towards shaking up the meta and reducing power-creep. That’s why I didn’t propose many buffs at all and that’s why I targeted all the meta builds and elite specs.
Quite honestly, I really think warriors and thieves could be balanced if all these monstruosities below are properly nerfed. They both make huge sacrifices in order to gain some new playstyle or gain some specific perks. Some berserker specs are capable of doing huge damage while sacrificing a lot of defense, this is how it should be. Daredevils can avade a lot and do quite a bit of damage with that staff. Daredevil’s elite skill could use some toning down in damage though. The problem here is that every other elite spec is so over the top in comparision that buffing Berserkers and Daredevils would only increase this powercreep even farther.
I’m going to be harsh on some of my suggestions, but I (mostly! :P) wont give many specific numbers, instead I will give some general ideas on what I think should be nerfed. This is what I want us to discuss, mainly.
Dragonhunter
True Shot. (longbow) CD increased to 6s. Increased oportunity cost. You don’t even need to stow weapon to bait dodges with a 4s CD, too rewarding of a skill.
Piercing Light (Trait). Daze removed and replaced with something else. An unblockable daze removes a lot of counterplay and makes some of the traps, some of which are instant and have low CDs as a whole, a little too rewarding.
Heavy Light (trait). Removed some of the randomness of the knockback. It now causes your True Shot to knockback enemies within the range threshold. CD increased to 12s so you know the knockback happens every second True Shot. Random knockbacks with an unblockable Deflecting Shot are no longer possible.
Dragon’s Maw. It no longer does any damage. No longer affects teleports. Such a strong CC skill, that also gives the guardian 10 stacks of might, should never do any damage at all.
Reaper
Deathly Chill (Trait). Damage significantly reduced. Maybe make it cause vulnerability when hitting chilled foes or something to compensate and to gain better sinergy with Bitter Chill. Although I’m afraid that too much vulnerability is risky as well (even though they can still apply 25 stacks effortlessly). This condition already has incredibly potent effects, it shouldn’t do nowhere near the damage it does currently. It’s even worse than first iteration Dhuumfire right now.
As a general suggestion, chilling uptime across the board should be reduced, it’s a very very strong condition on its own. STOP with the obvious and blatant POWERCREEP!!
Infusing Terror (trait). Duration reduced to 5 seconds, Stability reduced to 2 seconds. Vulnerability to CCs should still be a thing for necros, more so in their shroud form where they can do increased damage while having another pseudo HP bar.
Chilling Victory (trait). Life force gain reduced to 0.5 and might stack duration reduced to 5s. Over the top life force regen and might stacking anyone?
Bitter Chill (trait). Vulnerability stacks reduced to 2. Because easy access to 25 stacks of vulnerability is totally fine. Kind of contradictory to my first suggestion, I know.
Druid
Druid is very tricky, it definetly has some outliers. Although they have some very clear weaknesses like being very vulnerable against CCs, being heavily focus fired and whatnot.
The only potential significant outlier I see is the amount of daze uptime they can put out with the trait Moment of Clarity. And even without this trait, the daze uptime may be too high. I suggest reducing daze durations across the board or altering the Moment of Clarity trait to not have such strong sinergy.
Suggestion: Daze durations from Glyph of Equiality and Lunar impact reduced to 1.5s. Now with Moment of clarity it’s 3 seconds instead of 4.
Also, most of their damage comes from the new pets, mostly from Bristleback’s F2 machinegun skill, maybe reducing the damage of that skill a little would go a long way.
Scrapper
Shock Shield (Hammer). Damage significantly reduced. It now only blocks attacks from the front. It still applies vulnerability. Scrapper denfeses and sustain need to go down as a whole. They CAN’T be THIS tanky with Marauder’s/Zerker’s, it’s crazy stupid. Shock Shield feels too rewarding. And as you may see, I don’t like strong defense or CC skills being so strong offensively (or vice-versa).
Thunder Clap (Hammer). CD increased to 30s. A 1200 range AoE stun that also does a lot of AoE persistent damage needs its opportunity cost increased. CCs need to be reduced across the board too (from all elite specs).
Rocket Charge (Hammer). CD increased to 12s. A 1000 range, tripple leapskill that does a lot of damage and has an avade on top of it on a 10s CD is just way too rewarding. This is a prime example of how overloaded with possitive effects some of the elite spec skills are.
Recovery Matrix (Trait). Protection duration reduced from 5s to 3s.
Rapid Regeneration (Trait). Healing per second reduced by about 33%.
Protection Injection (Trait). ICD increased to 10 seconds. Even if it’s not in the Scrapper line, protection uptime for engies needs to go down, period. They no longer have weak stun breakers, neither they are nearly as weak against CCs, that’s something way from the past. They are not even that weak agasint condition damge anymore for gods sake!
Slick Shoes. Added an ICD of 1.5 second after a knockdown happens, it can no longer knock you down if you’re not moving and it’s also affected by evade frames.
Sneak Gyro. CD increased to 60s. Duration reduced to 20s. The stealth uptime of this thing is off the charts, it’s also instant cast which makes it increadibly strong already.
Detection Pulse (Toolbelt). CD increased to 40s. A wide area reveal on a 20s CD… yeah, why not, because… screw thieves (NOTE: I do NOT main a thief, nor a Warrior for that matter).
Tempest
Diamond skin (trait). Redisigned altogether. Suggestion: It now applies 4s of Resistance when you enter Earth attunement. You also gain -20% damage recieved from conditions passively. We all hate this kittened up trait that also screams design failure all over the place.
Elemental Shielding (trait). Protection duration reduced to 2 seconds. Over the top protection uptime needs to go bye bye.
Hardy Conduit (trait). The increased effectiveness to protection boon is removed and replaced with something else. Anet, do you kittening test your stuff? Frost Aura + Protection Boon + Hardy Conduit passive effect + Stone Flesh + Geomancer’s Defense… all of those didn’t ring any bells? Really?
Element bastion (trait). Base healling significantly reduced, healling power scaling increased. This one is so obvious, if you want to heal for so much over time you better get some Magi/Cleric.
Shocking Aura (skill/general aura). Redisigned. It no longer stuns. Suggestion: It now applies weakness and vulnerability to melee attackers. Said attackers also recieve significant direct damage in return. Ok Ele players, I know beforehand you’re going to trash talk me even ingame for suggesting this one. But, with the inclusion of Air overload and Unstable Conduit, high uptime of this Aura is incredibly strong and creates some annoying and uncontrollable sutiations where you randomly stun people again and again in team fights, it’s mostly unavoidable given the chaotic nature of them. I also didn’t take away its defensive/offensive nature. Also, CC needs to go down as a whole, period.
Chronomancer
Alacrity (prof. effect). It’s now considered a boon. It can now be stripped and corrupted. Corrupting it turns it into Chill.
Alacrity duration needs to go down significantly, it’s a ridiculously powerful effect. Even more so now that I consider it a boon which can have its duration extended by boon duration (Concentration) and other sources. Consider reducing Alacrity duration from All’s Well tha ends well (trait), Flow of time (trait), Improved Alacrity (trait), Well of Recall (utility), etc.
Continuum Split (prof. mechanic). It no longer affects Elite skills. Double Gravity Wells, Moas, Time Warps and Mass invis go bye bye… for obivous fraking balance reasons, that’s why Sherlock. Stop crying, you know I’m right.
Tides of Time(shield). Changed stun into a daze. It may seem random, but CC as a whole from Chronomancers needs to go down significantly. This particular skill is incredibly strong on its own, a 1sec stun is just way over the top.
Gravity Well and Signet of Humility. Cast times increased to 1.5s. With so much quickness nowadays such 1s cast times might as well not be there. These CCs skills are SO strong they need harsh drawbacks.
Restorative Illusions (trait). The condition removal effect from this trait now has an ICD of 5s. Base healing reduced. Mesmers/Chronos, even if they are bunker, are supposed to be weak against conditions.
Bountiful Disillusionment (trait). The stability is replaced with some other effect. Such a slippery profession such as Mesmer/Chrono with a pletora of escapes and active defenses should NEVER have such a high uptime of an anti CC buff. Leave that to more straight forward and more melee oriented classes such as Warrior or guardian. This trait just screams design failure all over again.