The problem with slow animations
Pistols that fire as slowly as rifles.
Jump shots that have landing issues.
Rocket boots that self CC.
Mortar shots that take too long to land on the enemies.
The list is long.
ANet seemed to boil a whole lot of trial and error into this game, possibly thinking it would award “skillful” play…
When i first started playing i distinctly recall that the skill tooltips didn’t include casting time for instance.
I think you should maybe give some more concrete examples of things. I can’t really see much in the OP other than improving turret overcharges and an “I don’t think BOB should work with elixir X” message.
As far as balancing goes, it’s good that they balance according to the top-level players. Why? Because they will make up the core of the competitive environment, and are likely the people who will directly invest time into building a competitive community. The casual PvP environment generally does not contain players who deliberately practice the game, and the casual matches are not interesting in the eyes of a potential audience. People want to see the best of the best playing, and if the game is not balanced at that level then it hurts the competitive scene.
I think it’s a fair trade-off if the balance at lower level play has to suffer in order to help balance higher level play. I wouldn’t say it’s ideal, but it’s fair. Higher level play has more knowledgeable/more skillful/more experienced players, and there is always an opportunity for newer players to play more and practice hard to get up to this level. If an individual is not willing or simply cannot invest the time and energy to get to this level, I don’t think it’s fair to jeopardize the environment fostered by the people who do put in that time and energy just so casual competition (which is an oxymoron) can possibly be a bit more balanced.
Not to mention the casual players have widely varying levels of skills or gameplay habit, so it will never be balanced for everyone. Players at the higher level tend to have much more consistent habits (i.e. stronger gameplay fundamentals), so it’s also much easier to balance at that level.
Lastly, causal players tend to become attached to various things that they like, and not necessarily the things that are competitively strong. Casuals will create characters or builds that they find interesting or fun, not necessarily that they feel are competitively superior, and they will stick with those builds even if there is clear, objective proof that they are subpar. For instance, I have a necro that focuses on life steal, simply because I was intrigued by the notion of a necro running around with daggers sucking life out of things like a vampire. That’s the build I stick with because that’s what I want to play, not because I’ve decided it is very competitive based on analysis and testing. In comparison, competitive players are often more agnostic to what the skills and professions are, and will be focused on what will be competitively superior. They will push a profession to whatever limits they need to in order to ensure it’s unbeatable, which can involve a lot of experimentation and testing on behalf of the player.
So if it’s not balanced at the competitive level, it’s not actually balanced at the casual level either. It just might seem like it is because people don’t casual people won’t play the game the same way as competitive people do.