I made a post a while ago about some of the key core issues with the game, today I’m going to add a list of specific suggestions for changes I believe would fix many core game issues. I’m not going to include new features that everyone knows are needed (new map types, build saves, rewards, ICD tracker, etc.) but rather focus on tweaks. Feedback and your own suggestions welcome!
Too much dodging
1- Reduce passive (unbuffed) endurance regeneration in half. Really that’s about it. It would change dodging from it’s current state of being able to dodge often, sometimes timing it, but mostly just spamming it and you’ll dodge something to, hold on to it for when you really need to dodge something. What it should have always been.
2- Dodge on weapon abilities are fine but should be a bit shorter, Blur should be 2 sec from 2 ½, all ½ ability evades should be just 1/3 sec. It should be about a short defense at moment of cast, not a spam of chain dodging.
Anti condi stacking and healing
1- Vitality should be the anti condi stat, but it’s under budgeted in pvp items. The issue is that unlike all other stats vitality quickly loses it’s value in a fight as you take damage because a larger health pool with the same amount of healing means heal as a percentage of health becomes weaker, so you have no sustain, that doesn’t mean it’s not useful but it does mean you need more of it for it to match up point per point to most other stats. There is a reason Knights Amulet is so underused even on a condi meta when vitality should be the stat of choice to counter them.
Vitality item budgets should be about 25% higher to make it a worthy stat. So berserker amulet should have 355 vitality for example instead of 284, Knights Amulet should actually be 798 power, 712 vitality with new budget and 569 precision so it’s actually viable for damage dealers (current iteration is too low damage for roamers regardless of vitality value) while being a great condi counter. This should also apply to vitality runes (which no one uses other than soldiers and that’s for the 6th bonus). This would have the pleasant side effect of making the game a bit less bursty.
2- Healing scaling for primary heal is too low by default, the base should be 2, not 1, (other heal abilities heal scaling is fine as is, this is only in regards to primary heal slot) healing as a stat in spvp is very weak for anything that isn’t going pure tank, it should be more worthwhile to add some healing power to damage classes or create hybrid builds. This would also help slow down fights a bit and counter condi pressure.
3- The engineer trait that makes elixirs remove a condition is a great model for condi removal. All elixirs have a cast time and remove just one, so it makes you think about when to use them for their effects and when to use them to remove something particularly nasty. The thief’s shadow return is another great example removing a condition but forcing a resource expenditure from offense and forcing the thief to pop something they may not want to otherwise. There should be more traits and weapon abilities like that spread out among the classes and every class should have a weapon set with a remove one condi on use ability. I like the warrior condi removal on adrenaline skill for example, and the mesmer condi removal on shatter is also great but currently too far down the trait line.
Guardian and ranger passive trait condi removal needs to be removed and replaced by traits/weapon skills like those previously listed. Removing condis should require thinking, pressing a button at the right time, and sacrificing a CD for it. Or not having that CD if the ability is used for other purposes.
4- Add this set of runes to the game: PVP Runes of Superior Clarity 1-5th +15 to all base stats (minus crit dmg), 6th piece: your heal removes a condition on cast. To give players another option for a small condi removal/a multi stat rune.
5- You had the right idea with the Incendiary Power but you should take it a step further and make it and the necro’s duhmfire last 6 seconds but have a 15 sec ICD, to make it less “sticky” if removed in a timely manner.
(edited by Julius.1094)