Brutaly is right and I’ve seen it time and again in all kinds of MMO’s. As long as Medi is THAT good, that’s all we gonna get and everything else is going to be balanced around that point, ensuring that any build where you don’t use Valor will be subpar in PVP. If you’re satisfied with that, keep denying it needs to be changed. If you’re not, you see why it’s a problem.
I can almost agree with you, but one problem is that Medi is not THAT good. It is just good, and that makes it a better offensive build than our other options.
Regardless of what level of good you want to put it at, it’s still our standard and everything is still balanced around it. Therefore …
This!!!
Medi/AH isnt that good.
The issue is that EVERY COMPETITIVE wvw and pvp build revolve around them.
This reduces build diversity and the fun in playing the profession.
Its easier to nerf one/two trait (monks focus/AH) and improve our healing (an example) skills than buffing ALL our utilities and still dont address the underlying issue.I get it that some dont like their working builds to be messed up but if not, nothing will really change since Anet wont have the metrics or experience to properly understand whats really wrong with guardian.
It doesnt matter if:
We get faster casting on signets
Get to keep the passive on signet when on CD
Increase vit on spirit weapons
Increase size of Sanctuary,All has been suggested but non of them would change the fact that medi/AH is mandatory in wvw and pvp. Not even if you combine them!!!
Nerf medi/ah and after that correct the real issue.
Your implying that the issue is with the core of the class, and not the mechanic of the skills. I believe our skills should reflect and circumvent our core weaknesses with active play. Shouts and meditations succeed in this, and most of our other skills fail, making builds centered around them sub-par.
You could add a 2k heal to all our skills and medi build would still be the preferred burst damage build. Spirit weapons with a 2k heal would still be bad. Most signets with a 2k heal would still be bad. Most censecrations with a 2k heal would still be super-situational. It’s the nature of the skill set, not the heal.
Medi Guards were around before the heal was quite as large, before the added fury, and before the skills were inherently instant cast. The additions were needed to make the skillset more viable against other classes burst (guards don’t exist in a vacuum) and gave Guards a new way to play the class.
This can be done now with the other skillsets, IF the devs decide to focus on them like they focused on Medi’s. AH and Shouts make support guards more tanky even with a low health pool. Med heal gives burst guards a chance to survive long enough to get their damage off without making them too tanky (excellent trade of damage/utility for heal). There is still room for a non-support based Tank build, a sustained damage brawler build, a quick skirmish build (Dragonhunter could fit here).
This can be done now by altering the current weak skills and skill set traits to overcome our inherent weaknesses, and it would be easy enough to balance it due to limitations on the number of skills and traits you can have at one time. If signets become as strong as meds, so what? To equip a signet you would have to drop a med. To gain the full benefit of the skill you would likely also have to trait for it. Traiting into two skill sets means you likely had to give something more universal up.
This seems a far easier way to balance to me than alter the core of our class and expect there to be no conflicts with every other skill and trait we currently possess.
Because of Guards low health pool, melee centered nature, and low mobility, we must make a choice on what to sacrifice. Do we remain squishy to deal damage? Do we trade damage for sustain? Do we trait against condi or do we trait for mobility? Dragonhunter could negate the melee centered aspect, and that will open new questions as to what to sacrifice for it. It needs to be worth it.
This is the question that should be asked when creating skills like traps or alter existing skills, How does my sacrifice supplement my weaknesses? Is it worth it?
Currently, it’s how do traps make my Guardian stronger? What do I need to sacrifice for them? And are they worth it?