Sword
The auto attacks are slow and clunky, why most are 3/4s casts with the associated aftercasts is beyond me but a simple QoL change is to reduce them to 1/2s casts which would improve the sword immensely.
Damage at least the direct damage feels on the low side right across the board on sword with dagger seemingly doing more damage as a main hand than sword while not suffering from it’s focused target nature. I can’t even recommend it as a condition weapon as the bleeds and burns on the auto attacks are stuffed onto the back end of the chain. I’d recommend increasing the damage scaling by 10% to begin with and see how it goes, the reduction in cast times will buff the damage and that part is what is needed. Also put conditions on the first parts of the auto chain or at least attack 2. Cripple on the fire, chill on 2nd auto of water would help this stay melee and get the final hits in.
Gap closers/openers on the number 2 skill. I like this idea and I think whoever came up with that idea was fantastic because it makes a complex class a little easier to get to grips with. The only improvements I’d like to see is 600 range on the fire uprising (fire) and polaric leap (air), 5s duration on riptide water field (water 2) as the field is hard to blast due to half it’s duration you’re in the evade frame.
Traits
Minors, I feel they’re all decent but elemental refreshment needs the barrier part increasing by 3 fold.
Adept majors, the weakness duration on superior elements could do with being increased to 4-5s but otherwise the rest feel alright and in keeping with core specialisations.
Master majors, weavers prowess seems a tad too strong, maybe reduce to 10% condition duration and 10% condition damage. Bolstered elements, I like the stability on stance portion but the game has too many automatically activated skills. I would much rather see this skill do something else consistently on stance activation, maybe 3s of protection on stance use however I feel it would make this a mandatory trait.
Grandmaster majors
Elements of Rage is a big damage boost but feels like it goes against the philosophy of weaver. I honestly don’t like that, it’s right up there with how berserkers power used to encourage not using adrenaline. I’d prefer it to be a shorter (3s) damage boost when attuning to an element.
Unravel Hexes the wording on it indicates it removes all conditions however in actuality it only removes movement impairing conditions. Superspeed isn’t something that stacks so to keep high uptime requires careful skill chaining and large trait investments. I would remove the gain superspeed on receiving chill, cripple or immobilise and instead make the trait remove damaging conditions as well when you gain superspeed.
Invigorating strikes is decent but needs the barrier component increasing by twice as much.
Duel Skills
On the whole from what I got to play with they all seem alright but I’d like the range on sword and dagger duel attacks to be a little more consistent. Some are 130, another is 170, one is even 180 and another is 600 on sword alone. I’d rather see them all 180 (240 on dagger) or 600 and not have to worry about if I’m 40-50 units too far away for them to hit. It’s just really inconsistent.
Otherwise there’s just too many duel skills to really get to grips with in this short time and I feel they’re generally ok or at least there are much bigger flaws with weaver at the moment that need addressing than a few number tweaking on duel skills.