The balance system in general is out of hand.. in this game people can deal in general way too much damage compared to the maximum pool of health points a character can have…
…here you have like 14k to 30k Hp, with the difference the huge balancing problem of classes having double as much health
…here you can easily deal to players damage up to 15k+ being able to instakill people wth some absoliute OP glass cannon builds..even if your not going for the imba glass cannons, even with more balanced builds you can easily deal high damage, but without any preparations!!
Excellent post and I agree with it. GW1 also had trinity: dedicated healers. Healing and protection skills often had much shorter activation than the equivalent skills in GW2 (3-8 s cooldown, compared to 20-60 s cd in GW2). This allowed a good monk with fast reflexes to counter a burst of many enemy players shooting at a single target e.g. using skills like infuse health (mere 1/4 s casting time, usually healing over half the health bar).
It almost feels like Anet is not playing their own game. They call the new culling “improved”, despite a lot of people are complaining about it in forums. The culling got also worse for pve! Now you sometimes cannot see your own team mates or the huge enemy zerg just pops at your feet. Nothing to be done, except see your character downed and then dead. People are feeling very frustrated. And Anet could at least quickly revert to the original culling, which had serious issues as well, but was more logical.
In GW2, the big problems are the total imbalance between the professions. Just notice how some professions are much more common in WvWvW and pvp to see why profession are easy and overpowered and:
1. Burst damage is out of control. No fast attack (like autoattack from any weapon, e.g. backstab) should do more than 3k damage. No slow attack, which is telegraphed (such as warrior’s kill shot or elementalist’s churning earth should do more than 5k damage. The latter are easier to avoid, because they give the player more reaction time and the attacking player’s animation warns about it.
2. The defensive skills are too few and have too long cool downs. Stun breaks are very important in pvp and also pretty essential in WvWvW. Currently many stunbreak skills have 60 second cooldown, which is too long time Mesmers and thieves have access to 6 stunbreak skills, while ranger has only 2 stunbreaks (but can transfer stun to her pet using trait).
3. The healing skills scale extremely badly with healing power. For most professions it makes no sense to invest to healing power as it gives so little in return (I made a thread about it. Healing skills often have long cooldown (25-40 s) and slow activation time (1.25 second)
Fixes for the above issues:
1. Hard limit the burst from a single enemy to 3k for fast attacks and 5k for slow attacks.
2. Since there is no dedicated healers give each profession more even tools to avoid damage and have stunbreaks. I play all 8 professions. Now 4 professions feel a bit overpowered: thief (massive burst, ability to enter stealth too often and teleport to safety with shadowstep), mesmer (ability to avoid enemy damage with clones, also has stealth and teleports), D/D bunker elementalist (constant stack of boons and big regeneration in water to mitigate damage, combined with high mobility e.g. ride the lightning), bunker guardian. Needless to say these 4 are very common in WvWvW and spvp. People always flock to easy overpowered choices and then defend them in forums with posts like “learn 2 play”.
3. Main healing skills should have faster activation time e.g. 1/4 to 1/2 seconds. This would have almost unnoticable effect in pve. Make healing skills and healing related traits e.g. warrior’s adrenal health, scale with healing power. Slightly reduce the base heal amount, but make it heal clearly more if the person has invested many hundreds points to healing power.
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