First of all im big fan of this game and play it from original guild wars which is definitly best game i ever played. Guild wars 2 combat system have amazing potential to be even better than original game. The problem is lack of interupt soft-cc gameplay because even if ranger have this playstyle he mastered in original game the current state of game won t make it happen.
I will use example of guild wars 1 pvp team build which name was BALANCED WAY. Name of the team build setup says it all and build actually survived all meta shifts and have stayed in line with everything new. The reason i talk about this is because of interupt playstyle which makes game skillful and not spamming fest. So the balanced team in their midline had 2 interupt playstyle proffesions and they are mesmer and ranger. Having these 2 proffesions in team build allowed to shutdown any important skills in given situations and use interupts as defense and offense. While it can seem op from someone who never played original game thats far from true because everyone was able to fake cast skills and counter even fast interupt gameplay with knowledge of how things work. What i think is problem with Gw2 is actually lack of soft-cc interupt gameplay and idea is to make that playstyle valuable and when that is done game will be in great term of balance. To do that things like boonspam, powercreep, too many hard cc and map issues (where only classes with ports will have big advantage and don t allow new roamers to be viable), need big shift and even map balance since teleports are good and skillfull actions but map design pushes that idea too far and kills potential diversity of builds.
So the soft-cc meta shift is actually idea to make 1/4s daze with low cd valuable, instead of just hard cc spam we have today which is not meant to interupt anything in most scenarios and is used and spammed just for shutdown. If all things such as powercreep and boonspam is set on line (nerfed hard especially stab and quickness uptime) where picking just control interupting playstyle build actually means something, than the game will have much more depth like Gw1. To make it clear one more time soft-cc is actually daze 1/4 sec cast time on low cd and hard-cc are all others types of cc we have today making the game feel this way. All of the hard-cc should be balanced the way so everyclass shouldn t have way of picking and having more than 1 hard cc in build on higher cd. When we get to that level, being able to interupt every 5 sec with 1/4s daze won t be a problem since enemie can fake cast and stability will still be there but as RARE as hard cc .
Each proffesion should have unique hard-cc so (i will give few examples ) : ranger will have taunt (for helping teamates when focused and also chase potential)
mesmer will have stun (for locking down targets)
engineer will have launch for decaps
warrior will have knockdown for seting bursts
revenant will have knock back
Now after intro which i think is neccessary for further discussion to clear it up, i will go on some ideas of where and how this kind of ranger should be implemented in this story.
So ranger along with mesmer will have best amount of soft-cc making them kings of interupt playstyle. Since mesmer already can play that style (not viable cus of things i said in intro discussion) but ranger can t even give it a try since longbow which is already better utility and dmg than shortbow, even have better cc. Making shortbow viable in this state of game where interupts (soft cc 1/4 daze) actually means something shouldn t be hard. I will give a shot on few changes to underperforming (few overperforming aswell to match concept i talked in intro) aspect of ranger which should become this interupt type of build which will just be another option for ppl who enjoy interupt playstyle rest won t change much
SHORTBOW: -crossfire and poison valley stays same
- quick shot stays same but make it actually kind of jump (so it actually doesn t fall and instead go up during the evade back) in addition so it can be used better as escape
tool and even reaching some places for example colloseum map jump from stairs on side to mid point
-crippling shot should stay same aswell
-concussion shot now have 2 counts and it now is unblockable daze 1/4 sec and have 20 sec count recharge
LONGBOW:- all skills except knock back stay the same
-point blank shot now have 2 counts and inflict cripple only while making clear animation with kind of kneel down and increase dmg 2x if target already have cripple
DAGGER:- instinctive engage keeps quickness mechanic and it acts as jump instead of falling down (same as shortbow 3 i listed above)
-crippling talon now bounces 3 times
- rest skills stay the same ( i even like dagger 2 since u can buff your pet on low recharge with 2 stacks of poison)
GREATSWORD:-counteraatack kick now taunts aoe instead of knockback for 1 sec and doesn t deal dmg (reduced block on counteratack so it blocks 2 sec)
SKRIMISHING:-sharpened edges now additionally activate lasser sharpening stone when u interupt a skill (same cd as original sharpening stone but 5 bleed stacks)
-trappers expertise: traps oh the traps kitten to do with that... this needs change but yea i don t wanna talk about that now
-light on your feet now in addition make ranger interupts (only if skill is interupted) remove 20 endurance from target (remove 10 vulnarbility stacks current trait version)
WILDERNESS SURVIVAL:-ambidexterity in addition to it effect now increase range of dagger leap atacks (same as prenerf on stalker strike and 200 range more on instinctive engage making
it 600 range)
PETS:-almost all pets need treatment to be more active usage. f2 skills which do hard cc should loose that ability and get replacment with shorter cd effects for example
-spiders (one of them need this treatment to make this work) active skill now daze for 1/4 (again only raw interupt) and its cd is 7 sec which alow you to play active and position your
pet (its 1/4 cast time since its projectile you need to be able to use it intentionaly to interupt to make it worth)
PET REVIVE on core and druid: f4 skill which is pet swap is disabled after your pet dies and is replaced with revive pet which cost 1 dodge bar (50 endurance), and after than u can swap pets in case your pet was dead and should also do same on soulbeast instead of reviving it with soulbeast mode. That will remove op rezz pet design of soulbeast and actually druid and core won t feel lame with squishier pets.