First of all, this thread is not about whether or not downed state should be in the game. That’s a different matter for a different topic.
However, since downed state IS in the game, it would seem absolutely necessary to, at least, normalize them across classes. Right now downed states across classes are so ludicrously disparate that I can’t come across any reasonable justification for them. This isn’t just valid for WvW, but for sPvP as well. You can actually “tier” the downstates:
S tier: Elementalist.
The single greatest “offender” of downstate disparity. Not content with having no less than 2 invulnerable states while alive, Vapor Form adds a get out of jail free card. No damage. No risk. No nothing. Elementalist goes down, if they aren’t insta-gibbed they just turn to vapor and run back to their team/structure to revive. This allows a class with innately high AoE damage/range and mobility to become impossible to kill so long as they stay within a certain distance of their front line/structure. Best case scenario, if the Ele makes some gross mistake or is caught out alone, they can postpone certain death for a ridiculous amount of time comparatively to any other class, forcing at least one player away from the fight for the whole duration.
The worst part is that you can’t even burn CC them to stop them from running away. You just gotta follow them if you don’t want them reviving.
A Tier: Thief, Mesmer
Thief has no less than 2 ways to break targeting (and consequently executions). One of them allowing for displacement, which is very useful, and another allowing for temporary stealth. Between the two finishing a downed Thief can be quite time consuming, allowing them to buy a lot of time.
Mesmer only has one way to break targetting and executions: her clone. However, it’s quite a good one, which in the middle of a battle can often lead to additional erroneous executions, letting the Mesmer also buy quite a lot of time. On top of that Mesmer is one of the most dangerous targets while grounded due to her constant confusion spam and Phantasms, which also give her a good chance of a Rally in the middle of a fight, where some people will inevitably go low on health.
Essentially these two are very time consuming to kill, letting them buy a significant amount of time before you can finally end them. This can let them postpone their death long enough to secure a rally or for reinforcements to arrive.
B Tier: Warrior, Guardian, Engineer
Warrior can knock down a single target, and he can “rally”. However, unlike an Elementalist, he’ll take normal damage and CC, and if he doesn’t spec specifically into it AND get a kill while he’s alive, he’ll be killed at the end of it.
Guardian has an AoE knockdown, he can stop one “wave” of executions, but then is completely vulnerable.
Engineer have 2 ways to prevent executions, however I rarely get stopped more than once while executing them (and I know every little about them), which leads me to think that they’re not all that reliable. Feel free to correct me if I’m wrong here.
They can reliably stop one execution at least, and might have a trick up their sleeves, but really they’re just postponning the inevitable. They rarely survive once downed.
C Tier: Necromancer, Ranger
Necros have 1 fear, on a single target, after a couple of seconds of being downed, if they survive that long. They have no way to fight or recover unless their enemy is extremely weak.
Rangers have no way to stop an execution at all, unless someone just happens to stand near them and not executing them, for a very brief daze. Their only defence is against medium/low DPS, by reviving the pet to revive them after several seconds of being downed, assuming either can survive that long.
Essentially, being downed for these classes is the same as being dead unless the enemy simply ignores you. 0 chance of survival otherwise.
It seems ludicrous to have downed states be so ridiculously uneven, when downed state is, otherwise, a fairly “even” state. Everyone gets insta-killed by an execution. Everyone has, roughly, the same amount of health, everyone has bandage, and most classes attack 1 is, more or less, the same level of threat. It seems ridiculous then that different classes have so utterly different levels of viability in their downed states.
And don’t give me the “classes are different” malarkey. Squishier classes generally make up for it through things like damage, range, mobility, “get away potential”… etc. They don’t get downed inherently more than other classes, they just survive through different means.
Honestly, A-Net needs to draw the line of how much should a downstate survive, and then even it out across the board. Should downstates be able to survive an execution or not? If they should, then how much should they be able to survive or post pone their own demise?