Before I start, I just want to point out that I don't want to hear any kitbag answers like "don't like the game? don't play!" or "form your own group and play what you want" or "just give up on useless class/build and move on" or "it's not wow" or "compain cuz can't play your favorite" etc. It's not because I want necro to be good but EVERYONE to be good on POWER and CONDI. Also have few optiosn for TANKs and HEALERS.
Now for the topic!
I like the hardcore pve content but for some reason I can't do it with my favorite class for 5 years. I could play it only when it was "unintended".
Now look at the qT benchmark https://qtfy.eu/guildwars/benchmarks-path-of-fire/
and look at the WoW 7.3 benchmark https://www.warcraftlogs.com/statistics/13#aggregate=amount
I ask myself. how come ALL the DPS SPECS in WOW are good more or less, depends what boss and the skill of the player and in GW2 it's not.
First of all PvE and PVP/WVW should be separated from each other in order to actually balance the game in all modes.
Too many unique modified buffs that can't be replaced by others.
So why not fix the build system a bit. My solution is to have those Unique buffs if the same stat buffs so can't be stacked and only have 1 at the time while in combat.
(Same stat buff can't be stacked in order to balance the team so condi team rely on 150 condi, precision buffs and power builds rely on 150 power, ferocity, precision buffs).
Banners of warrior should be replaceable with at least 2 classes like Engineer turrets that do the same and Also aren't stacked with the Banners but to replace, even if ya see the buff going on then not add the effective if turret and banner at the same time. To change guardians Spirit Weapons since no one uses 'em to Spirit Sword which grants 170 prec/fero and spirit Axe to grant 170 condi damage/power, spirit shield to give toughness/whatever. Also necro can have something like Totems or something that grants the same thing.
Ele to have elementals to replace the spirits of rangers.
Also to remove GoE and make it do something else and same for the GotL since druid is the only good healer because of that buff that empowers and heals at the same time. It leads to others to be irrelevant. Make few healer specs that are useful in their own way like druid heals if people are near the target. Necro to change his skills to a healing weapon since his skills on staff look horrible and replace it to green dark beam that steals life from enemies and give it to allies that close to the necro instead close to the enemy!
To start actually balancing the damage between the others. I still think power builds should always have the handicap because of enemy's toughness, however, there aren't any much of options besides weaver. So sometimes ya use DH and Holosmith but still they can't be as effective as a weaver. Most hc people they use weavers to make a smooth and efficient experience.
Why there're no Power Necros, Power Druid/Ranger/Soulbeast, Power Revenant, Power Warrior, Power Thief, Power Mesmer That can actually be close to a Weaver or be as strong as Tempest? Like 30k necro condi and 25k necro power compared to 38k weaver condi and 47k weaver power. what in the world the devs were thinking about implementing something without checking all the possibilities. Do they just Throw numbers and make flashy skills in the air and hope people won't break the game and make the game that leads to toxicity and not allowing players to enjoy their favorite class cuz their class is ineffective at all?
Those specs aren't going to be used in any hardcore content in a video to showcase their competitive side and I'm not talking about "joke" videos like 10 thieves p/p at Sabetha or something. I'm talking about serious competitive clears, videos, runs, and tournaments.
I can understand a difference of From Top to Bottom in benchmark about 4-5k difference Since 1 is harder and will fail more compared to the easy one that does like but can do more in harder bosses.
All Classes Should have the option to be good in Power and Condition Damage more or less equally with their own unique rotation like in WoW. All Classes have like between 1 to 3 Specs of DPS and mostly all are good. So maybe 2-1 dps specs are ineffective in some class but he has the 3rd spec to be strong and competitive with others like rogues or hunters for example.
they have at least like 5 classes that can heal and at least 5 that can tank, almost half and half.
So in GW2 should be like at least all the heavy classes to be able to tank and grant buffs, while armor of clothes to actually matter in the game way more.
Healers should be at least Guardian, Druid, Elementalist, Engineer, Necro.
Might share should be to at least 1000 radius and give it to other classes like Elementalist, Guardian (remove the ICD of 1 second), Necro (since he mights himself in power builds), Engineer and Warrior.
Revenant and Chrono should grant alacrity equally and not too much.
Others should grant good quickness uptime like chrono.
Ya'll see a lot of different classes and builds in a raid group and many compositions with a healthy variation and a spot for everyone.
If the player fails it means he fails with his class/rotation/mechanics/etc which is a different story. But in hardcore content every class should be available for something he can do. Pretty sure thief isn't suited for healer/tank or any kind of that support. Just to be DPS either power or condition with a unique modified buff that isn't stackable with other unique modified buffs like same 150 fero so shoulsn't be 300 for example.
So the least for each class and roles I suggest :
Elementalist - Power, Condi, Heal.
Mesmer - Power, Condi, Tank.
Necromancer - Power, Condi, Heal.
Ranger - Power, Condi, Heal.
Thief - Power, Condi.
Engineer - Power, Condi, Heal, Tank.
Guardian - Power, Condi, Heal, Tank.
Warrior - Power, Condi, Tank.
Revenant - Power, Condi, Tank.
About bosses in Raids and Fractals:
All fractals can be done without a healer at all. just take 3 support and 2 dps which is really unhealthy. Fractals should have aggro system as well for the tank to actually take the mobs and boss attention and save the group from huge damage. To have a healer or support that provides enough heals for the tank and the group. The other 3 To be DPS. 5 people to have 1 to grant 150 precision, 150 power, 150 fero and 1 guy to grant 150 condi if the group uses condi builds in the fractal. 1 of the DPS or Support or Heal to grant what's called the Banners or the replaceable banners such as totems or turrets. To evolve the bosses to do damage that actually can't be distorted nor dodged so it'll actually demand a healer in hard fractals.
Same for raids. You can do bosses without any healer at all, for example: Gorseval, Mursaat Overseer, Vale Guardian, Xera, Keep Construct.
People shouldn't pass raids if they don't invest time in their build/class or don't give a kitten. To invest more mechanics to the bosses.
have 2 chronos, 2 warriors, 2 druids and 4 dps which mostly of the dpsers are just weavers looks really unhealthy.
Bosses should have the requirement of 1 or 2 tanks., at least 1-2 healers, and rest DPS regardless of class but should be considered about boss mechanics and its value like armor or phases and certain more mechanics to decide which type of damage dealers ya want such as condition damage or power damage.
All tanks should have taunt skills to switch between the tanks if need cuz of the special invulnerability stacks the boss applies for each special hit of his.
Or like 2 bosses at the same time that requires 2 tanks. Or Boss that spawns adds all the time that actually deal damage and needed to be cleaved and damage asap if not then will empower the boss or wipe the group or something.
To make raid bosses that have mechanics that will make people to get hang of it and pass it like after few weeks. NOT like on the first day like the HoT Raids!