These are the problems currently in spvp along with my suggested solutions. Class balance is an issue, however this is not about that. There will be parts where I mention certain classes and changes, please note that I am not calling out a certain class.
I need to put this disclaimer. This thread is about class balance, I will use certain classes as an example, but by no means am I commenting about one class being better in any way shape or form. Also, these are not 100% accurate solutions, of course they will need testing and such before implementation.
————————————————————————————————
Burst and Bunkers
Now this is a problem. There is no problem with classes going full offense or defense, its just that at both ends of the spectrum it is extreme. The reason for such is a bit contradictory.“I need bunkers to survive burst and burst to take down bunkers” The reason this is a problem is because there is just SO many builds in guild wars 2, but balanced builds are less useful because of these two extremes. A burst will down a balanced player quite easily while a bunker may outlive it forever.
Burst solution
1. Simple min/max damage and crit damage. Reduce Critical damage while increasing attack or condition damage.
Example: 30% Less crit damage and 15-20% more damage from normal attacks.
-alternative
2. Crit chance should never be above 50%, otherwise it becomes less of a critical effect mechanic and more of a mechanic that most of your attacks do X amount of “more damage” than not.
Example: Crit cap is 40% without fury. This means crit damage won’t be applied for the majority.(you’d have to increase earth runes to something like 80%)
—————————
Bunker Solution
-Note: Boonhate may solve it.
1. Healing reduction. This is essentially why some bunkers last forever, they have healing from multiple sources. Healing should be limited in source, and healing power should scale with your normal heal better.
-Example: Healing power gives 50% more for your original heal, but other healing will be reduced by 30% or more in the spvp realm.
-Note: this is not for every proffession and would have to be selected as such. Such as necromancers “heal out of DS” vs ele’s “evasive arcana”. Certain traits give too much and certain traits give almost nothing, its all different for each profession.
2. Protection being less available. 33% less damage is a lot while put on-top of toughness reduction with other abilities such as dodge. Simple limit on time between protection or give less time with it on.
-Again, per profession. There are some classes that pay heavily to put on a short time of protection.
——————————————————————————————————-
————————Down State—————————-
———————————————————————————
Down state should not effect the capture of a point
If you are down, the point can be capped regardless if you are on it. This is a problem because being downed extends the time you can sit on a point and “defend” it, but not because of that, because certain classes(who I have no issue with in this regard) can delay the cap regardless of efforts taken by the player
Example: Ele can mist before down and prolong the cap for another 5-10 seconds.
-Note: I’m not saying anything regarding Ele’s being unfair or such, other professions can do such a thing as well.
Solution:
1. Simply don’t allow down state to effect the cap. That’s it.
^————————-^
Personal opinion: I do not believe down state to be a pvp mechanic. It is a PVE mechanic in all regards.
-Some people(even me) take certain utilities JUST for down state. This leads to usually one utility always saved for that purpose alone. I’d much rather use that stability in combat than save it for when I need to down someone so that he doesn’t get rallied.
Solution: Rally is taken out of spvp
-Again, this is my opinion regarding down state. It is(in my opinion) a problem with rally too , but this is not always agreed upon.
(edited by Empiren.6401)