Well after a decent amount of experience with the game across a few professions, I’ve decided to post my thoughts about the game PvP wise and make suggestions as to what I think needs tweaking. First off, I am Rank 23 with around 200 Tournament games played. The games played are mostly on Thief and Elementalist as I enjoy playing high mobile roamer builds. Anyways, lets begin!
Stealth-
One of the biggest glaring flaws for me at the moment is the Stealth mechanic. Its not so much that I dislike Stealth, but in the current form, enemies seem to “linger” in Stealth longer than what seems intended. What I mean by this, is that when an enemy breaks stealth by attacking you, on their screen they come out instantly, but on your screen your taking damage from someone that isn’t visible yet. its a huge issue at the moment allowing people to basically do absurd things because of it.
In my opinion, they need to remove the “fade in” unstealthing and just make it where the instant they come out of stealth you can see them. I also think Stealth is too readily accessible for Thieves. Maybe slightly increase the debuff after using a stealth skill.
Retaliation-
Another mechanic that in my eyes right now is broken. I feel like the Boon is supposed to make the enemy player make tough decisions about whether to attack you or not. Either they choose to wait the Boon out or they choose to take the punishment for attacking you. Well right now it seems to just be a Boon without much thought behind it. Because Guardians, Engineers, and Mesmer can have almost have 100% uptime with it which is absurd.
Retaliation right now is WAY too strong for a boon that is kept up 100% of the time. Either reduce the damage it does, reduce the uptime of it, or change it where its a hard hitting boon but doesn’t last long forcing enemy players to pay attention and make decisions whether its a good idea to attack you or not.
Quickness-
All I have to say about this mechanic is it needs to just be completely removed in my opinion. Not every profession has access to it, and the ones that do seem to all run it. It makes the TTK (time to kill) way too quick and is why you see Thieves, Warriors, and Rangers running around burning someone in seconds. Being able to kill someone in 2 seconds does not take skill or playing smart to do. And yes there is dodge, but if your engaged with someone and a Thief comes and Haste+Heartseeker you to death before you can blink or a Warrior 100 Blades Frenzy you while your stuck in even the shortest CC, your dead. Dying like that is not enjoyable for anyone and honestly I don’t know why people run those builds because I definitely don’t find enjoyment in one-shotting someone using a (imo) broken mechanic.
Heartseeker-
Need I say more? I played a Thief and even I agree this is the most broken skill in the game. It only costs 3 Initiative, has great mobility so it can be used as a gap closer, and hits like a TRUCK. I find it discouraging that a 3 Initiative skill on a Thief can hit as hard if not harder than a full burst rotation on a Elementalist. Unfortunately ANet really shot themselves in the foot when they made one profession have Initiative which allows them to spam skills. With skills like this their will always be gimmick builds that take no more skill as to hit 2 a couple times. They need to remove the gap closer and severely reduce the damage.
Phantasms- Damage needs to be toned down slightly.