So I was told that ranked was disabled for a month, for balancing purposes. Here is a list of thing that I feel need to be changed. Feel free to add on to the list. (So you guys know I am not opinionated, I only play thief)
Ele-
I feel the class is pretty well balanced right now, and is doing okay despite the removal of the cele amulet. However, I think that overloads should provide one stack of stability while channeling. This would make it more likely that they would actually complete the overload without making one trait mandatory. The boon provided by Harmonious Conduit could be something like protection to make up for it. Because they would have a better chance of channeling it, I think that the Air and Water overload (I don’t see the power in earth / fire overload) could do less. Air could do less damage and water could do less healing.
Mesmer-
This class seems to be okay, same old shatter burst combo. It still takes a good bit of skill to pull off, and I don’t think there are any “broken” mechanics in it right now. They took a big hit this last patch, but I think they are more balanced than they were before. If there is something notably broken about this class then feel free to share.
Necro-
Lets be honest, Necro is the new “cheese” of the season. I copied the build straight from metabattle, plugged it in, and killed people I don’t remember hitting. That is a problem. The base chill damage is a bit much, and should be taken down to about 75% of its current damage, at least.
Because the third auto on scepter corrupts a boon, I think that the third auto should have a slightly longer casting time, by about .25 seconds.
Engi-
Engi is another one of those “cheese” classes at the moment. Hammer has a bit too much offensive capability and defensive capability in one move. For example, Hammer 2 has a reflect and damage, hammer 3 has a damage and an evade, and hammer 4 has a block and damage. These skills need either a damage nerf, or a reduction in defensive uptime. Seeing a scrapper being able to 2v1 isn’t uncommon because of these 3 skills.
Sneak gyro got hit with a cooldown nerf, which was okay, but it wasn’t substantial. I think that the function is okay, but it shouldn’t be instant cast. I have had many games where a scrapper would go in for a res and while ressing used Sneak gyro to stealth the downed body, or I would cc him like crazy then he would use that and I would lose the target. This should have about a 1/2 second cast time.
Going to pull out my thief experience real quick, but Shadow refuge has a 1/2 second cast time, a 60 second cooldown, you can be cc’ed out of it, and it doesn’t follow you wherever you go.
Ranger-
Druid got by this last patch without too many scratches, besides the daze nerf. However, “Protect Me!” and “Search and Rescue!” are a bit silly. Protect me is a group stun breaker and cc on a 24 second cd (when traited). Its base cooldown should be increased to 45 seconds at the minimum. As far as “Search and Rescue!” is concerned, the utility of this is a bit ridiculous. The range is 1200, which seems a bit ridiculous. I feel that it should take a small range hit, maybe to 800. I am sure we have all had this issue with people in downstate teleporting out of combat. It gets very frustrating when their team has 4 druids all running this skill.
Can’t bring up druid without mentioning the pet. The amount of damage is a bit extreme. I look at the damage when I die and see that 13k was from the pet, and I don’t think that a passive should do so much in the way of damage. The fun part is, while the druid is in cele avatar, the pet is still doing this crazy damage while the druid is tanking everything. The pets need a nerf, period. But to compensate I think that some extra damage should be added to the staff auto. This would add a bit less passive play to the druid playstyle and they would trade off dps for healing when in cele avatar.
Thief-
Sorry ahead of time if I miss something or am a bit one-sided.
I think thief is okay, it is fulfilling the Assassin role that it was intended to have. However, I think that the daredevil dodges are a bit too powerful. I shouldn’t be able to dodge, do 2k damage, bleed like crazy, or run like hell, while evading attacks. I think that Bound (dps dodge) should take about a 20% damage nerf, Lotus training (condi dodge), should have the condi duration reduced, and Dash (Swifness dodge) should have the base swiftness reduced to about 7 seconds to prevent perma-swiftness.
Like I said, I main thief, so if I missed anything that seems obnoxious then feel free to add to the list.
Warrior-
Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.
Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.
Other than those two things war seems pretty okay.
Guard-
First off, True Shot. While it does have a fair casting time and is pretty telegraphed, it has far too much damage on a 4s cd. It is even more effective when they have you locked in one place, through Dragons Maw or Hunter’s Ward. I feel that the damage should take a nerf or cooldown should be a bit longer.
Test of Faith, instant cast, unblockable, instant cast, and dazes (if traited). I think that the damage is okay, you can dodge through it. The one thing that I feel is a bit annoying is the instant cast daze. I think it should either have a cast time or the daze trait should be modified to produce boons instead of dazing. I have many times began to res or stomp and been interrupted while the dragonhunter was either ressing or stomping.
Rev-
I think it is pretty well balanced, in the hands of a skilled player it can be pretty efficient, but in the hands of a new person, the skill level is obvious. The only thing that I see that could be changed is Unrelenting Assault. When it is active, I either have to spend my time dodging like crazy or take considerable damage. Damage is fine, the might on hit is okay, but I feel that the evade time should be reduced. This will prevent the defending player from having to waste more than one dodge to avoid the damage.
Other than that I think rev is pretty well balanced.
Like I said at the beginning of the post, feel free to add anything that you guys think is overpowered or underpowered. This is mainly a suggestion for the devs, but I would like to see what you guys think could be fixed as well.
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