I firmly believe that the game should be balanced by…
A : creating good/balanced weapon skills that don’t necessarily require traits to be effective.
B : creating good utility skills that don’t require traits to be effective.
C : Traits that help people distinguish and diversify builds that add synergies to your weapon skill/utilities. ( Should not be “20% faster recharge on sword skills” and such. We clearly have more imaginative devs than that. )
Just going to use thief as an example ( as it’s my main ).
So let’s begin with a few examples of how thief doesn’t follow the above list. ( Please note that I don’t main or use the other classes as much/at all in PvP to give any insight, but I do know that thief isn’t the only class with these problems. )
So lets begin with utility skills.
Venoms are a HUGE offender of the above. They simply aren’t used unless traited for a “venom share” build ( which in itself is pretty average at best ).
Traps, they aren’t used period. The reason is rather simple.. traited or not, they are simply outclasses by practically every other utility.
How about utilities that actually follow the correct trend ? how about deception utilities ? They’re very good on their own, and if they’re traited, they can be enhanced to help your play style.
Weapon skills.
P/P anyone ? The weapon set itself has a huge weakness that requires utility skills to function properly (0 mobility for a class that’s supposed to specialize in speed.) ( Even at that, utilities/traits don’t save this weapon set tbh. )
It’s just a very awkward set in general that offers quite honestly nothing.
A class I enjoy playing that feels like traits simply enhance rather than make viable is mesmer. Let’s say I use GS + S/P, no matter how I trait, I feel like It can work. I might not be as effective, but I’m certainly not useless. Engineer also has this same feeling, where I can trait into anything and I can potentially make it work ( but that may be due to the raw #of skills I can use that can make any trait set up function in some way. )
I just feel like weapons should be first balanced without traits in mind to make them all equally viable, and really rework traits afterwards. Currently some balance discussions probably go along the lines of.
Dev1 : “Alright, well we need to tone down hundred blades.”
Dev2 : “Hundred blades is really balanced when it has a 10 second recharge.”
Dev1 : “well with our 20% faster recharge, it’ll go under 10 seconds”
Dev2 : “it’s settled, let’s change the recharge to 12 seconds then to compensate.”
This effectively makes the skill kitten unless traited to make it 10 seconds. See what I mean ?
If this post makes no sense, I apologize.
It’s just a jumbled mess in my head as well, hopefully my point has been made though.