1: Reframing bonuses, some are too strong compared to their peers, eg. stability (which makes the DC unnecessary for many seconds, eliminating one of the game mechanics).
2: Add a statistics type defensive armor to reduce the damage conditions.
3: Increase the skills that have two effects, eg. illusionary leap (make the game deeper, making the player’s choice on what to do and what not, more pronounced).
4: Remove all the traits and life-saving armor runes to the player without him nothing let us, for example. defy pain ( warrior ), pain response ( thief ), the effect of the rune Superior Rune of vampirism etc…
5 : Making a CD of each weapon skill, care, utility and elite same for every profession or at least give everyone the same opportunities, eg. every profession should have tot weapon skill, care, utility and elite from 30 seconds to 45 seconds tot, tot 60 seconds (and make all strong depending on the timing of the CD).
6: Give at least 1 /2 second cast time to any skill that causes an opponent CC (increasing the visibility of the move ), in order to allow the target to react dodging, blocking, giving barriers blind or even using them (allow counterplay in based on the skill of the player in practice, without things like power lock “mesmer”).
7: Increase the skills that make Breaks stun, I would say that EVERY profession should have 1 in 5 basic skills, so as to give everyone the same chance of counterplay (and those who use them best wins).
8: Shorten the duration of CC, 3 seconds is too much !
9: Standardize the lives of all professions, eg. all with 16k basic. The failure of armor is irrelevant, just add passive stretches to the professions with medium armor or light armor that will give the remaining to get to the equivalent of one in heavy armor.
NB : Given that stability comes from the scene, I would say to compensate for a 25% increase regeneration of the bar that allows you to dodge (removing all combos that give force permanently, so as not to make such professions advantage of a game mechanic fundamental). Regarding AoE say to set them with a mechanism which distributes the damage on the targets, eg. a specific cause AoE 8k ? ok, cause them but only if there is a target in the area, if there are two targets, the damage is split between them, if there are 3 targets is divided by 3, etc. … so the AoE will become balanced in accordance with the situation, reducing power ( much accused in WvW ), if the AoE from a condition, impose a limit of characters subjects, eg. 5.
I can think of other serious flaws and solutions, but these are already sufficient for an improvement to 360° of the game, making it more skill based.
The solutions we propose, and the changes listed above are intended to make the game more balanced and much more dependent on the skill of the player (ie, the right choice at the right time, and not by the activation of IA through passive ability that makes it immune to several seconds to CC, damage, etc …).
Sorry for the english use google translator.