First of all I’d like to say I’m pleased with most of the upcoming changes, I just don’t feel like it’s enough. The following things are missing from the list, IMO:
Elementalist
- Renewing Stamina – This still provides a permanent vigor uptime, every other class was nerfed in this regard (engineer, guardian, mesmer). Increase the trait’s CD from 5 seconds to 8 seconds, and decrease vigor duration to 3.5 seconds (as every ele puts at least 4 points into Arcana so the passive 20-30% boon duration will make them have a fair vigor uptime, and the 8 sec CD makes it more rewarding to remove vigor with boonstripping).
- Elemental Attunement – ~50% protection uptime is OP, especially if it comes from a trait, and it’s just a part of a trait. Don’t overnerf it, but cut the Protection duration by ~20%.
Warrior
- Warrior specs were slightly overnerfed with 2 adrenaline changes. You should revert 1 back, or alter it. I liked the counterplay of “you dodge it, his Cleansing Ire won’t proc and the adrenaline goes away”. But this clearly removed specs with well animated, single target burst skills from the meta such as Axebow. Another thing is, this made it harder to benefit from cleansing ire: You miss with axe, your adrenaline is gone, CI won’t proc, and you won’t have enough adrenaline for an effective Combustive shot-Cleansing Ire proc. What I’d do: if the attack misses, the adrenaline is depelted but cleansing ire will proc. So there’s still some counterplay, but more room for weapons other than Longbow/Hammer/Sword. Nerfed condi cleansig is part of the reason why Shoutbow took over.
- Back to Vigor. Call to Arms – with the Shoutbow traits, this warhorn skill will maintain nearly permanent vigor on all nearby allies. Also cleanses a condition. Increase CD from 20 to 25 seconds and nerf the base vigor duration from 10 seconds to 8 seconds.
- Charge. Another warhorn skill. Cures every single soft-CC condition, maintains permanent Swiftness and cures a conditon, all in a short CD and in AoE. Insane. Increase CD from 15 to 20 seconds.
- Combustive Shot – that’s a pretty large AoE, but this makes it unique. However, duration should be reduced by 20-30%.
Mesmer
- Ether Feast Make it remove conditions: 0-1 clones: 1 condition removed, 2-3 clones: 2 conditions removed. This is far from OP but still helps shatter specs a lot. They have enough problems with thieves, give them a break.
Engineer
- Basically untouched in the current patch preview while even high tier teams are stacking them.
- Overcharged Shot. More like OverPowered Shot. Add an animation and a 0.5 sec cast time.
- Gear Shield – if traited, you’ll have a 3 sec long block on 16 sec CD which is obviously too strong. Reduce the block duration from 3 to 2 seconds.
- Magnet- animation must be visible even if the engi is in stealth.
- Turrets. We’re talking about self repairing, condition/crit-immune pets with good damage and CC. Yes they are stationary. Does not change the fact how hard the risk/reward balance is off here when it comes to combat. It’s easier to kill a bunker guardian than destroying a Thumper Turret.
- Nerf turret hp by 30%, damage by 20%.
- Rifled Turret Barrels – this trait should increase range by 25%, not 50%.
- Metal Plating – currently reduces damage dealt to turrets by 30%. Shave it to 20%.
Ranger
- More of a bugfix. Longbow skills #3-4 go on full CD if they are interrupted, this should be fixed.
Celestial Amulet
- While the might nerf is good, sustain’s still too strong. Shave it by 10-15%.
Sigils
- Sigil of Intelligence – reduces the amount of charges from 3 to 2.
- Sigil of Fire/Air/Blood – these sigils just shouldn’t even exist. It’s an animation based game. You must learn what to avoid, when and how. Let’s say you dodge 2 hard hitting attacks because you know how you’re supposed to play against your opponent. But then the guy hits you with something that’s not even dangerous, and that hit takes 20% of your hp because it procced 2 sigils. An ideal DPS sigil is like Sigil of Force – hard hitting skills will hit harder, landing a burst is rewarding and avoiding a burst is also rewarding, there’s a lot less randomness.
- Sigil of Doom – I’m not a fan of giving powerful conditions by sigils/runes to classes who don’t have access to that condition, like D/D eles or Warriors because it makes balancing a lot harder. But if it’s going to happen, then at least reduce the condition duration from 6 seconds to 3-4 seconds.
- Sigil of Geomancy – reduce the amount of bleed stacks from 3 to 2. To spike someone with conditions just by swapping weapons does not promote skillful play.
I feel like these changes would reduce both sustain and damage to a reasonable level. What do you guys think? Have I missed something?