One of my main problems with the Necro class is still Death Shroud. The fix that allows us to see our boons/conditions while in DS is nicer than it was, but there are still many issues with it for it being a main class mechanic, especially when compared to other classes.
Note that all of this is just the base mechanic, not including traits etc which all classes have to add a bit to how they play.
Best class mechanics
Warrior: Attacks/some utilities build adrenaline, which can then be used on a burst attack that is set based upon weapons being used. Nice since it has multiple strength levels, can be controlled by the player choosing what weapons to use.
Guardian: Virtues that grant health/defense/dmg to self and allies on demand.
Engineer: Four skills that are set by the player’s utility skills and have a variety of effects.
Thief: Admittedly, the class I’ve not played so I may be off on my assessment. Stealth skills still looks very useful with a different ability based upon weapon. Steal has a nice shadowstep, but what you get from it depends on the enemy so it isn’t as reliable as other classes (when trying to get a specific effect). Still overall I feel this is quite handy as a base class mechanic.
Good class mechanics
Mesmer: 4 unique shatter effects on demand. Does require illusions which can make it unreliable/variable strength and is admittedly less useful for builds not focusing on illusions. All weapons have at least one clone/phantasm skill though so will frequently be able to make at least one pop out when needed for shatters.
Meh class mechanics
Ranger: On demand pet skill usage based on pet. Only one option per pet so not terribly wonderful. While my Necro would love some pet(minion) control mechanics, this mechanic doesn’t really scream “overly useful” to me.
Elementalist: Basically a glorified weapon swap. Can be useful sometimes to keep spamming attacks on people since each attunment has their own cooldowns (such as rotating AOE when defending/attacking a keep with a staff), but without including traits is nothing really special.
Bad class mechanics
Necro: 4 unique skills in a new form with a portion of your max hp. While that would be nice to have if just additional on demand skills, it replaces all your normal skills/utilities/healing. Also prevents healing or life drain effects. No ability to revive allies, stomp foes, use objects, etc. No ability to break controlling conditions. The 4 skills drain your ability to stay in the form (aside from life transfer). The best part about it really is using it as a meat shield if you get stunned/knockdown without an available stun break, or to be able to fall a bit further than normal. And sometimes while using this in a bit of a panic it is easy to 2x hit F1 quickly and just pop in/out of the form, so you get no benefit and put it on cooldown. You can’t tell how much time is left on DS ability cooldowns either at a glance so can’t use it as an on demand AOE from life transfer or fear from Doom unless you have a great internal clock. Getting life force itself feels like feast or famine sometimes, as in small skirmishes it feels like it takes forever to get a useful amount, while in big fights with mobs/players dying all around you the stuff just flows in from all directions.
What I personally would like to see DS change to
Either…
1) No form. You build up life force as normal. F1 = Life blast, F2 = Dark path, etc. You get a 0.5-1s graphical change on your character when you use the ability if needed for “flavor”. Cast times and ability cooldowns remain the same as on DS. Life force cost adjusted for balance as needed. Necro overall abilities retuned if necessary if overall class damage was kept low for the “extra hp” from in DS (which in anything but a 1v1 fight usually doesn’t mean much since while being focused the hp drops fast anyway and you can still be controlled unless heavily traited). I would prefer this over #2.
2) Death form. Immune to all damage/control/healing effects. Lasts a short time based on life force accumulated as balance requires. If very short (such as 1s per 25% life force), then all of the 4 skills would need to be quick casting, or replaced with an aura or something. Does not need to remove conditions on self (untraited), but should make you immune to them while in form. Skill damage/effects rebalanced as needed. Not my favorite choice as it’s just another Lich/plague form ability….but maybe if made useful enough (at least not a liability to enter) then I could like it.
In both cases traits would need to be reworked but could be similar to existing effects.
Death shroud as it is now just feels like the only class mechanic with more drawbacks than benefits (or indeed, any drawbacks at all!). If we need the transform for class flavor than make it worth it somehow, at this point almost any change would feel welcome to me!