Below I will list the problems that I see with specific classes – don’t pay too much attention to the numbers, they are pure speculation but rather, to the core idea of the suggested change. In my view, right now, the biggest problems are Ranger, Necromancer, Warrior and Thief (s/d). I main ranger and engineer so I will start with suggested ranger changes.
Ranger
Every single one of the ranger’s monthly flavours since I started playing (around March) have revolved around being tanky and outlasting – with the exception of traps which had nicef damage as well. There are several factors as to why other builds didn’t work until now. To begin with, pets do more than necessary damage without any traits (and thus deprive rangers of decent attack scaling)- I believe pet base damage needs to be severely reduced and increase their damage drastically from traits.
*Spirits: Too much AI reliance. You build tanky, summon the spirits and basically just dodge around until burning, pet damage and your protection outlasts the enemy. Spirit rangers’ strongest suit is team fights which they absolutely rock but they are also very strong duelists. I am afraid that, besides dropping the % proc chance I can’t think of a solution to the spirits issue per se. I really don’t like relying on AI so heavily in pvp but sadly, it is what it is.
Idea: Pets right now hit for average of 450-550 on a medium target w/o traits; they could hit for ~100-200 without any traits, and simply have BM traits giving 9-10% damage per point spent along with stats increase. This way, ranger’s scaling could be be similar to other classes’ (maybe even less pet base damage and just have traits scale better for more points spent). Right now even if you build full power (zerker and the likes) you end up doing very little damage while being super squishy (thus, restricting rangers to rabid/shaman amulet builds (and possibly carrion)). I believe this way, non-bm traited rangers will have pets just being utility class skills and this might open the path for new builds to emerge, possibly non-lame builds.
Warriors
Their damage has always been fine but had other issues. However, with their most recent additions they are over the top imo. Very good stun-lock from mace shield and stupidly high damage when stunned. In my view the critical strike % when stunned needs to change to additional damage %. Critical strikes almost bypass armor’s damage reduction so despite having 2800 armor you end up being hit for 8-12k bursts when stunned in 1v1s. If you are going to give a class so much burst, you cannot also give condition immunity and the signet’s sustain. It cannot be like this otherwise might as well run 2-4 warriors (jk, people already done).
-Overall, I find it of utter importance that the critical strike % when stunned needs to change to damage increase when stunned. One of the two following also: tone down a tad signet passive or tune the condi immunity. I think that their kit right now has got much more than it needs to be competitive.
Thief (s/d)
I’ve wanted to make this post for a while and ended up forgetting all about it until I watched: http://www.twitch.tv/helsethgw2/c/2831244 . In this video Helseth talks about the current meta and I found myself agreeable to a great extent with his opinions and justifications. Basically s/d right now does too much of everything. It has high burst, very high sustainable damage And is very difficult to kill. S/d needs to have its damage and/or survivability toned down because at the moment it is simply too strong. S/d thieves need to choose between dealing damage or surviving in fights and spending their initiative accordingly, not get to do everything with the same rotations.
Necromancer
Besides the fact that I haven’t played enough necro to come up with a more extensive suggestion, I believe there should be some type of passive change to fear bursts. For instance, in WoW there was the mechanic of Diminishing Returns (DR basically made consecutive crowd controls of the same type stun/fear/etc- the effect getting diminished for each application – 50%/75% then immune).
Now, I was thinking of something along these lines: Right now necro, does a little bit too much of everything. Decent necros running the terror build will kill you in a fear chain if you don’t have a stun break and overall their damage output is too much considering the “effort” they have to put for it. I was thinking of a change like: for each consecutive fear from the necro, his damage output is reduced by 20/40/60% for the duration of the fear. This way, his damage goes back to normal after the fear ends and you will not be stuck in an unstoppable fear chain once your stunbreak is on cooldown while taking silly condition damage. The % values are just for show, I haven’t put very much thought into them, but that’s the core idea.
Funk Load, Funky Boot
(edited by Boot.7368)