The inter
Before we continue, another assumption: Anet does not want to make all professions seem the same. All they want is to make all professions equally viable in all three spheres of gameplay (PvP, PvE, WvW) because they do not want players to feel left behind or in any way disappointed. This way everyone gets to play the profession they like to play. This is only logical since Anet also play Guild Wars and they have certain favorite professions, and I greatly admire this (if my assumption is correct). The idea behind my interprofession review is similar to the specialization review I gave earlier. The problem is basically the same so I will keep it short: Professions are overly comparable. I am not not saying professions should have roles. Lack of distinct profession roles is a design choice Anet made and, frankly, the idea is great. What this means is that the approach to achieve this “universal viability” was wrong. What went wrong? Well, a couple of things:
(Disclaimer: These are general approach ideas and should not be taken as balance suggestions as explained in (3.) later on. These are just some ideas for people competent enough to do the actual balancing and I believe the points made in (1.) and (2.) (below) make sense.)
1. They created the same base skills to fill the required purposes and then they modified the skills to fit the specific profession lore. Digression: As a result, for example, we have numerous invulnerability skills just “colored” differently: Endure Pain (Warrior 4s/60s cd), Obsidian Flesh (Elementalist 4s/50s cd), Crystal Hybernation (Revenant 3s/25s cd), and others. On a side note, please excuse me for calling them “invulnerabilities” because they definitely don’t make you invulnerable, but that is more of a PvP/WvW balance topic than anything else since it wouldn’t make a big difference in PvE if they actually gave you invulnerability (and as such, I do not see myself as experienced enough to discuss it, but it is related to non-PvE balancing I will comment on later). I would honestly be surprised if this was their goal and not just a means to an end – a tool to achieve “equality”. But, as a result, we have easily comparable professions because most professions have an invulnerability, stealth, blink, and so on. This does not include the slot 6 healing skills because giving everyone a healing skill was an obvious design choice and not a side-effect, it’s basically the same as giving everyone dodge (endurance).
And now we’re faced with a lose-lose situation: Lets say some skill X has some core property Y (the properties are discussed in the next paragraph). If some professions do not have this skill X, and by design we know they do not have other skills to fill this role, we’re back to the profession-role problem where some professions feel left out. If all professions have this skill X we can compare them because they are basically the same and we can easily evaluate one profession as better than the other for some purpose that requires the property Y. Here’s a simple metaphor with a simple solution: We currently have a locked door. The door can be unlocked with a key that comes in many colors. Keys of some colors fit better than keys of the other colors. Why wouldn’t we have multiple doors, one for each color? Translated – why would we drive ourselves into a corner and force players to compare the skills if we can make the skills unique but with the same core purpose?
Why does a Revenant (example!) need invulnerability? They can be proficient at condition resistance and dodging and other similar defensive abilities. Warriors… okay, they are angry and they don’t feel pain, I can get behind that. Thieves don’t have any of those, they have stealth instead. And this is where the problem lies – not in the fact that Thieves do not have invulnerability or that Revenants do, but in the fact that many other professions have invulnerability, coupled with the fact that Thieves were weakened a couple of patches back. Why would invulnerability be a core property? Why would stealth be a core property? Anet did not design content to require either. In fact, I believe dungeon mob skipping techniques and similar usages are frowned upon in Anet circles.
Why do so many professions have skills like these (or other groups of skills)? Lets make a rough categorization of skills: mobility, defense, offense. When designing PvE content that’s as specific as Anet gets: you either need to move around, survive or kill to complete a task (or use something non-character related, e.g. a cannon, but that’s besides the point). PvE content does not require specific skills like blink/invulnerabilities. You can use any skill that fits one of the three categories as long as the skills achieve the same goal, meaning the time required to get the job done is the same. If we take a look at defense we can let some professions heal more, some professions evade more, some professions have more health (Necromancers, I’m looking at you), they do not need the same skills for defense. This will not split professions into roles because we wouldn’t be adding anything new, we would just be making their other (defensive) capabilities better. Regarding PvP and WvW, the content requirements are hardly influenced by Anet – players create the content since player interaction is the content. I suggest introducing variety because as it currently stands, I’m not going to play a Thief if Revenants and other classes can blink through walls and Thief is supposed to be the “mobile one”. I’m not going to play a (regular) Ranger if Dragonhunters are the true (shot) bow masters (this is more on the topic of strong elites, just stating a point).
2. With the aforementioned categorization of mobility, defense, offense, where do boons stand? Boons are everything. Even worse, most professions can spam boons, even worse boons are everlasting, even worse boon removal is rare. I think it’s fairly visible that I dislike the current boon system and I will explain why, and it will all be very short:
Firstly, to cover PvE content, high boon uptime (at least the common ones) is accounted for when balancing content. Therefore, by drastically reducing boon durations and at the same time tweaking enemies to mitigate the change we would effectively make the game less cluttered with boons and there would be no change in difficulty. In regard to that, some events or bosses already have the “do this to get a damage aura” idea so they could also/instead add boons since boons wouldn’t be up all the time. You would actually have a chance to notice the new concentration attribute (if that’s the name). Therefore, PvE really shouldn’t have a problem with a modification to boons.
To cover player-player interaction, fights would be so much more interesting with weaker boons. If we look at two players of lower mechanical skill, they aren’t using the full potential of their profession so a boon modification on both sides of the fight wouldn’t make much of a difference, someone would die anyway. But if we look at two very skilled players, e.g. the pros from the yesterday’s matches – as it now stands they can come to a stalemate. It is simply impossible to kill an opponent that has a lot of boons on him since he heals so fast, takes so little damage, and so on. This is in addition to the invulnerabilities discussed earlier, that’s exactly why I used that example before. I understand the idea of making the game forgiving for new players, and that can be achieved in PvE content. But PvP content is based on player interaction and you can not have everyone winning. New players playing versus other players should eventually die, the better player should eventually win.
Numerous fallback mechanics designed to keep the game forgiving are a double-edged sword because you are sacrificing the enjoyment of one player for the enjoyment of another player, and that’s not the even the worst scenario. Currently that happens with a decent skill discrepancy between players, but if the players are similarly skilled mistakes don’t cost anything, the fight lasts forever, and both players are bored. If both players are bored – both players lost, you play a game to have fun. Conditions might also need a bit of tweaking but we will skip that for now because you can’t simply weaken them like you can weaken boons over all game modes since that would seriously hurt the builds that rely on conditions (since regular damage would remain unchanged; instead we could consider buffing condition resistances). In conclusion, I believe boons were intended to be short-term buffs but they turned into everlasting buffs that seriously hurt player interaction. If we consider drastically reducing boon durations – on the PvE side everything is balanced with boons in mind so that comes down to retweaking numbers, and other game modes would benefit.
3. Player versus player interaction has to be balanced by people experienced enough to do it. I am definitely not one of them and that’s why I’m trying to refrain from suggesting any specific balance changes (doesn’t mean I’m blind, Condition Revenants are ridiculous). Correct me if I’m wrong, but I believe it’s not common practice for Anet to consult professional players. To keep it short, take a page from Icefrog’s book, he’s the lead Dota (balance) developer: He consults with dozens of professional players before making changes to the game because he knows they’re the ones that know what’s wrong. I don’t want to offend anyone in Anet with this paragraph, I just want to say that there are definitely some people outside of Anet which might have a lot of insight about the state of the current non-PvE “meta”.
All in all, when you’ve put the effort into hiding the health meters and not encouraging DPS addons and tried to erase the idea of “roles” and so on, I believe the next step is to actually make professions feel special. Just like the first part about specializations, do not give people the ability to compare because even if they make a faulty comparison some comparisons will exist and discrimination will exist.
The second TL;DR:
The professions suffer from the same problem as specializations do – they are comparable and people can decide which one is better (whether they’re right or not does not even matter). The cause is, however, different. Anet wanted to make players be able to do everything no matter which profession they picked, and that is admirable, but in doing so they created a ranking system for professions when it comes to fulfilling certain roles. This is exactly what they wanted to avoid and I believe the solution lies in changing some skills in such a way that they achieve a similar result using a different method. This would positively influence the lore background of the professions (stealthing and blinking Guardians?) and would bring some neglected professions back.
Kemichar