First: I’m impressed by the quality of the discussion here in the english forum (unlike in the german one).
I have to admit: Yes as it is, it’s even more of a Unity or as Jemmi.6058 said: " every person does everything"
And I don’t disagree with the idea, that every class can do everything. But I also agree that there are classes which can do some stuff better than other classes. Like warriors are king of dps atm. And guard is king of support (especially “wall of reflection” or “shield of the avenger”) together with mesmer (“portal”, “timewarp”).
But especially in dungeons there’s no need for anything else than that (I admit that I’ve only played up to level 27 fractals so far, so I don’t know about higher fractals).
I would suggest the bosses need to do less damage on their attacks, and attack more often. They could do a reasonably powerful attack once in awhile which makes dodge useful. This would make toughness and vit more useful, as you would be getting hit much more often. As it is bosses do either attack often and use a crazy amount of damage, which means you need to be using Aegis/Blur/Distortion/whatever/Range, or you they do an attack every so often for a crazy amount of damage which means you need to be good on dodging. That means you either are playing poorly and die or you never get hit. There is no middle ground.
100% of my thoughts! I don’t understand what they were thinking by making the attacks of the bosses that hard. Either you ignore them cause you’re standing in the boss, or you have to perma dodge. The “good and healthy” middle is missing.
In soviet russia, trinity owns you.
Edit:
On Topic:
1) I don’t see how you will be able to get back up again in solo PvE – does not sound good.
2) Doesn’t every profession have some traits to improve revival? Could be interesting though.
1.) How about making it so, that for every second you heal yourself, the amount gets doubled?
Cause lets be honest: At least for me it’s like running brainless into enemies and either kill them without going down, or going down and revive instantly because the mob was nearly dead.
There’s no “penalty” when you pick on too large groups of mobs. Instead you get rewarded since one of the mobs will always be nearly dieing at the time you go down (at least when playing a warrior and 100b all the pulled mobs).
On the other hand, it’s nearly impossible with my heal specced guard to do the same thing. Simply because the heal is too weak compared to the damage reduction the warrior gets by simply killing the mobs faster. (my warrior also gets revived faster because in downed state he also deals more damage).
2.) I think every class does. But unless it’s a minor trait that is included in the current build (like the “jagged horrors” when playing a condition necro with staff), people won’t really specc it. And if they do (as I did) they will learn how useless it is.
There’s no need to revive anyone “manually” unless there are no enemies that you can kill fast enough to revive him.
And don’t forget: By reviving “manually” you can only revive one at a time. By killing an enemy you could even revive a whole zerg all by yourself (theorethically ;D)