@OP
You had a few good ideas, but I feel you strayed from improving balance to “neat ideas”. A lot of traits which were useless before are still useless now. Weapon skills didn’t need touched to the degree that you did (especially focus), the Purify mechanic wasn’t really needed, and you didn’t really make trait lines that much better or more focused, which is what they need.
Overall, you need to reduce the changes to the true problems. Don’t break what works already, especially on the weapons. Here’s my input (obviously not comprehensive).
Weapons
Most of the changes weren’t needed. Specifically:
- Staff #2 is pretty good as-is other than getting stuck on its 2.b. No need to completely change it other than to add timeout on 2.b based on its max range. #3 and #4 have the same problem in that the boons they provide just don’t last long enough. The boon duration from the trait needs baked in. #5’s problem is that you can run into the line, be knocked down, but traverse it at the same time. It ends up being a crappy knockdown instead of a ward.
- Hammer #1.c needs to change. In PvE it’s brain-dead spammy and in PvP/WvW, it’s too clunky to use. Suggest reducing the symbol to 1sec (2 ticks) and lowering cast time on 1.c slightly. #3 doesn’t need a teleport; its effect just needs to be wider so that you can stutter step and avoid it. #5 has the same issue as staff #5 where people can get through it when they shouldn’t. Otherwise, the size and the fact you have to not move while casting is part of its counter-play.
- Scepter Weapon is fine as-is. It has high sustained damage and a strong single-target CC. It was never intended to hit targets accurately at long ranges.
- Focus Fine as-is, why change it?
- Shield #4 needs to have some kind of offensive debuff (a soft CC or weakness) rather than more defensive boons.
- Sword Needs to differentiate itself from greatsword more. The #3 is supposed to do that, but fails. I like your idea and it meshes nicely with the other skills; I just really hate the taunt mechanic in general (supper annoying and buggy when used on players).
- Mace Needs its attacks sped up a bit, which you did on #2. #3 should be left alone mostly. Suggest giving it the same treatment was warrior weapon blocks where ranged attacks don’t end it. With sword #3 being changed to something which isn’t anti-projectile, I think this is reasonable.
Traits
The biggest problem with guardian traits is that they’re too scattered. The lines need to have stronger themes, which leads to better interaction and choices.
Zeal
I think this would work better as the constant aggressor offensive line, favoring 2h weapons. Retaliation would help fit that theme.
- Symbol Traits Need to remove and consolidate the current minors and make the master and GM slot ones into a major trait. Add more options to produce symbols on effect. Larger symbols desperately needs to be in this line.
Radiance
Focus on burning and skirmishing rather than heavy pressure. 1h weapons fit better here.
- Retaliation Traits Swap Fiery Wrath and Retaliation. Move/change other retaliation heavy traits.
- 1h/OH specific traits Make them more generalized i.e. no need for Zealous Scepter (moved from zeal) and Right-hand strength shouldn’t restrict to weapon type.
- Minor Traits Re-work to provide small reduction to VoJ cooldown when certain things happen in combat (i.e. hit a player with 3+ burning) instead of on a kill.
Valor
Self-sustain tree, with some group support. It has some awful traits, but they can be left for later.
- Monk’s Focus This needs toned down a little (less base but increase scaling or spread out the healing over a few seconds).
Honor
Honor is the group support line. It needs a lot of help though. Many traits are awful or require a heavy healing power investment to even be viable.
- Selfless Daring Increase base and lower scaling.
- Minor GM Replace with something else. Maybe a trait which helps with healing power scaling (e.g. percent of healing power to power or power to healing power) or just a straight bonus to healing as a minor. Probably replace the GM minor.
- Adept Major Get rid of the fall damage trait (move to Zeal?) and add another competitive option.
- Master Major Make this an offensive support slot. Pure of Heart can move to a minor or adept major.
- GM Major Symbol trait needs scrapped and replaced. The size increase goes to zeal. The healing wasn’t that much and didn’t work well with the static nature of symbols.
Virtues
Absolute Resolution and Indomitable Courage have too much going for them. At the same time, this line should support active use of virtues as well as saving them.
- Passive vs. Active Remove the overall virtue cooldown reduction from the GM minor. Group cooldown reductions with traits which benefit the passive.
- Absolute Resolution Only does condi removal. Other effects move to other traits. For example, the increase to the passive should be paired with a cooldown reduction.
- Indomitable Courage Only does stability + stun break. Other effects are moved to other traits.
Skills
- Spirit weapons These will never be amazing, like almost all AI skills. They can be buffed a little, but they’ll likely never be mainstream. Don’t waste too much time on them.
- Consecrations These need a lot of help. Their benefits aren’t good enough to justify making you a sitting duck. They need to be powerful enough to want to stay in them. Purge Flames should tick resistance (maybe reduce the up-front removal). Hallowed Ground should give some kind of physical damage reduction in addition to stability and have a lower CD. Shelter needs a lower CD and maybe a bit more healing.
- Signets Signets are just hard to balance. Consider swapping Mercy’s active to Courage and Mercy’s active becomes an area heal (lower CD obviously). Change Wrath to precision from condition damage to make it less niche.
Virtue Skills
Agree with reducing the cooldowns. Justice Active needs to provide multiple stacks and Resolve active needs a bit more healing baseline.
Dragonhunter
This elite spec is a mess. It needs better harmony with baseline and more depth to skills. I agree with removing boons from traps and increasing arming time – though 3s is too much. Spec design should focus more on mid-range power, though has long-range capability. This helps it synergize with its traps better.
- True Shot Increase cooldown slightly.
- Purification The healing amount is absurd. Instead, make the trigger effect fragments of faith (and remove that trap).
- Spear of Justice / Hunter’s Verdict This works really well with traps, but needs better counterplay and to be less clunky. Suggest reducing CD on Verdict but you have to wait a few seconds after Spear of Justice before using it.
- Heavy Light This is a shining example of terrible design. Put the knockback on LB#3 and tie it to the longbow damage increase trait (currently a minor).
(edited by Exedore.6320)