Since the launch of HoT there have been many complaints about the state of balance in WvW. Based on what we know so far, most of these will be largely unaffected by the balance patch. A lot of this revolves around the excessive amount of CC and damage in the game, and how it seriously hampers frontlines, strongly enforcing a playstyle which no one really enjoys.
For all its complexity, the tactics used in WvW can be roughly broken down to just two approaches – melee focused and range focused (also termed “pirate ship”). When I label a skill *problematic" it’s because it strongly enforces the latter.
The following is an unexhaustive list of some of the skills and traits currently ruining fights in WvW and some proposed tweaks.
I’ve based this on large scale fights (15+). Many of the things listed below become worse the larger the fight gets.
- Coalescence of ruin: The damage is way too high. We all know this. There’s no reason to put a lengthly explanation here. I have 3 alternative suggestions for this one.
(1) reduce the damage. Simple, yet effective. Drop the damage modifiers down to 1.25/1.50/1.75 for the three hits. Those are entirely reasonable numbers (maybe not by HoT standards, but Lightning Surge is 1.3 for comparison).
(2) Make it reflectable. A big part of the issue is that this skill offers very little counterplay. If it could be reflected, you would no longer be rewarded optimally for spamming it, and we’d have a reliable defense against it.
(3) Invert the damage so that the first hit is the strongest.
Any one of those would be great.
- Cruel Repercussion: This trait deserves its own bullet point because it’s so completely out of proportion. 50% damage increase is ridiculous – especially considering how easy it is to proc this when you need it in WvW. This trait needs to die. I have no other solution.
- Herald in general: Due to their previously unheard of ability to passively buff allies (and themselves), herald has singlehandedly been responsible for a large portion of the absurd damage increase that we’ve seen in the game.
A possible solution for the boons stacking (something I’ve suggested before) is to make the active facet itself shared with allies instead of the boons. I.e. if I’m in a party with a revenant with Facet of Strength active, the facet is applied to me and pulses strength. This prevents people from simply stacking multiple revenants in a party for permanent 25 might because the facets would just override eachother.
This would retain their ability to stack permanent might (fewer stacks), fury, regen, swiftness, and to be honest, I still think that’s too much – the passive buffing is just not a good thing for the game.
- Gravity well: Firstly, it’s an issue that it’s a pulsing hard CC. Anyone caught in it without stab or invulns is practically guaranteed to die. But there’s an even bigger issue. It ticks immediately when cast, making the first tick essentially unavoidable. Two possible easy fixes would be:
(1) first tick is delayed 1 second. This would allow players to react to the animation on the ground or
(2) the first tick is a daze instead of a knockdown. Wouldn’t solve its impact on stability management, but it would allow people without stability to react after being dazed.
- Hunter’s Ward: The concept of uncrossable barriers is fine when it comes in the form of lines. You can easily walk around them on the ground, but if you don’t see them they only take 1 stack of stab. The wards created by this skill will easily rip 5 (or more) stacks of stability off an entire frontline. That’s completely unreasonable. Ideally, I’d want the whole uncrossable barrier ring removed (from Dragon’s Maw as well) but I’d settle for an internal cooldown that prevents the barriers from taking more than 1 stack of stability from a player.
- Eye for an Eye: A big part of WvW play is trying to CC people before you push (to put them in combat and maybe catch a few in the CC). Commonly, this is done with static field. Using static on a group with revs in it is currently an absolute nightmare for eles. You will proc so many taunts that you’re often forced to either mist form or blink out because you can’t just stun break all of them. On top of that, taunt is an extremely strong condition in WvW compared to the other automatic CC reflecting traits (from mesmer and necro).
My solution? Remove the trait. Remove all the silly passive life savers. They have no place in a competitive game. However, since that’s probably unlikely, reduce the taunt duration to 1 second and give it a longer cooldown. At least this way you will be able to wait out 1 or 2 procs without having to blow your utilities and the other group would have to make a conscious decision to push you since they wouldn’t be able to just autoattack you down from 1500 range in that timeframe.
- Dragonhunter traps: Not only do these deal way too much damage, the fact that you can simply stack a ridiculous amount of them on top of each other and instantly kill anyone that triggers them is beyond silly. Traps need to either
(1) have a visual tell similar to necro marks (this would be my prefered solution) or
(2) despawn when the caster is more than x range away from them and after a fairly short time period (50 – 70% of their recharge seems fair).
- Spear of justice: Pulls have always been a bit of a dirty tactic in WvW, but it’s been reasonably kept in check because the two main sources (mesmer focus and engi tool kit) don’t contribute much else to the fight, so they aren’t seen too much. With pulling skills on guardian (which there are a lot of in WvW) you’re just further enforcing boring, no-skill tactics.
Additionally, the visual tell is not clear enough.
Proposed solution: Remove the pull effect from the skill. If not that, remove the “link” after the target dodges once. This way, you’ll have a way to avoid it if you notice the effect after you’ve been hit. Also, it should at least be limited to 1 target.
- (pre-emptively) Basilisk Venom: We’ll see how this pans out but I can imagine a resurgence of venom share is coming. Considering how reliant guardians are on blocks right now that’s probably not going to end well.
On top of what’s listed, I’d also like to see a significant buff to stability. Even with nerfs to the biggest offending CC skills, the sheer amount of effects that rip 1 stack off you makes stab extremely weak in the meta we have now.
For example, a limit to how often you can lose a stack would be a great addition to the game. If you could only lose 2 stack of stability to CC every second (random numbers), not only would it require more coordination to use CC to its full effect, it would give frontlines time to actually react when their stab gets stripped.
And finally, an honorable mention that does not fit the skill/trait criteria:
- Banners: Let’s be real, they’re extremely poorly thought out. One of the biggest complaints of WvW players over the years has been open-field siege, and now you give us movable siege weapons? Not a good idea. Since I doubt Anet will remove them, I’ll suggest this:
Connect them to objectives. They can only be used inside the objective in which they’re spawned and will disappear if you move them outside.
On top of these specifics, I’m of the opinion that the overall damage output in WvW since HoT (actually since the specialization update in June, but HoT made it so much worse) is way too high, but we’ll save that discussion for another day.
Thoughts?