The problem with this "balance" patch is that it is basically just shaving the multipliers and adjusting some cooldowns. I am fine that powerful CC skills do almost zero damage. In general one skill should not do multiple powerful things at same time, unless it is coupled with a handicap or a very long cooldown. One of the biggest problems, at least in EU tier #1, is the awful lag in prime time. You cannot activate any skill without considerable multi second delay when a 3-way fight occurs. The key reasons for the lag are skills, which affect more than 5 targets or the abundant boons. All these require a lot of computations for the servers. I would advice to tone down all traits and skills to max 5 targets, except those which have a long cool down. I would use 60 seconds as a general rule of thumb here. E.g. mass invisibility (mesmer elite) is fine and not overpowered. Guardian (especially Firebrand) will still be the most popular class, because it can spew boons like no tomorrow, has great access to condition cleanse, stability etc. Guardian has been the WvWvW meta since release in Autumn 2012 and this balance patch won't change this. Most commanders will play guardian, period. Necromancers will continue to very popular, because they are the best class to corrupt and remove boons and do AoE burst. Almost every single warrior build is using greatsword (GS) and this has been the case for many years. This balance patch won't change this, since forceful greatsword is so amazing trait it simply outshines anything else warrior has and has great trait synergy. Shield will remain as the most popular offhand. If you want better balance between warrior weapons, something needs to be done. Either enhance the least used weapons e.g. longbow projectiles are super slow (make them faster) and return adrenaline gain to warhorn. Or alternatively tone down greatsword related traits. Core engineer has been the worst core spec, because the previous patches have "balanced" engineer by over nerfing the core, instead of properly toning down the elite specs. Holosmith should still either lose some damage or sustain (e.g. 4 s stability from Crystal Configuration: Eclipse). Explosives trait line is still an awful mess. Using healing skill is throwing grenade barrage with grenadier trait, which makes no sense. No using healing skill is install reveal and most of the time the damage is wasted. Grenadier should increase the range of the grenades to 1200 or 1500 range. Grenades are suicide anyways, when enemy zerg has near permanent retaliation. Permanent stealth should NOT exist in WvWvW. It allows to hide in keeps or stonemist castle forever. I would say to cap the stealth duration maximum to 8 - 15 seconds and after that becomes automatic reveal. Reveal should last same time (4 seconds) as in spvp, because stealth is inherently more powerful and useful in WvWvW than spvp. My prediction is that with these changes the most popular classes will remain popular. The zerg meta will drift more towards long range pirate ship and condition spam. Roaming is already very unbalanced, thanks to specs which can reset the fight whenever they want. One important aspect in doing the balance patch is consideration: will it be fun? Some specs e.g. huge damage from ranged and ability to stealth might be fun to play, but they are not fun to play against. Some players enjoy playing insta gibbed, but nobody likes to be one-shot. On the other hand if fights last too long time and nobody dies, I wouldn't consider it fun either.