In the past I used to think that mobility like leaps, dash, blinks etc. was mainly prioritized for melee builds/weapons.
Hence we see many of the short-ranged melee weapons having mobility gap-closing skills (the only exception is Necro weapons having no mobility skills at all).
Range weapons of 1200+ range and beyond generally had no mobility skill attached to it.
Instead, Range weapons generally had a defensive mechanism to it that is not mobility related, like knockback, chill, push, immobilize etc.
This allowed melee builds to close the gap on range builds.
And it allowed Range builds to defend itself when the melee got close.
Now, we have the longest range class with a Soulbeast spec that is also more mobile than every other classes' melee builds (except for thieves) due to the merge mechanics with Bird pets.
And we have a long-range rifle wielding Deadeye with a spammable mobility skill on the weapon and also happens to already be one of the most mobile thief class.
So I was wondering...like...
Do these classes not already have sufficient tools from their core skills/weapons to survive when a melee build gap-closes without being given even more mobility?
Am I wrong to think that mobility design was mainly dependent on the type of builds/weapons if it was melee, mid-range or long-range?
Or do they decide how much mobility to give each spec base on the theme and flavor of the spec?
Edit: This post is from a WvW perspective. Posted there but it was moved here...
CD -> TC -> Mag -> GOM -> AR -> JQ