Mechanist
Mech Commands
Rolling Smash: (PvE only) Bleeding stacks applied reduced from 8 to 4.
Discharge Array: (PvE only) Confusion duration per hit reduced from 5 seconds to 3 seconds.
Crisis Zone: (PvE only) Stability duration reduced from 15 seconds to 6 seconds.
Barrier Burst: (PvE only) Base barrier value per pulse reduced from 434 to 260. Might stacks per pulse reduced from 3 to 2.
Mace
Barrier Blast: (PvE only) Base barrier value reduced from 434 to 260.
Signets
Barrier Signet: (PvE only) Base barrier value per pulse reduced from 434 to 260.
Traits
Barrier Engine (Passive): (PvE only) Base barrier value reduced from 434 to 260.
You are asking for feedback, so I am happy to give my two cents
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Aside from the fact that I am, obviously, not very happy to have my favourite class' elite nerfed, I think some of these changes feel like overreaching.
For one, you're not exactly trying to be precise or careful. You're just whipping out the nerf hammer and hitting everything with a roughly 40% nerf (slightly more, but that's not the point). That feels, if anything like "We don't quite understand why mechanist is such a preferred support class, so we're gonna slap the barrier about and see if that makes the other support classes more desirable."
And I have a hard time hoping this will work. However, what I feel I can agree on, is that there's too much barrier available. Not the amount, but the ways to acquire it. I, honestly, feel that the amount of barrier per trait/signet/ability is actually pretty laughable and pitiful without picking gear with stats for it. It is in conjunction that they work well. As far as their actual value goes, this is pretty minor in open World PvE content. The big value of mechanist is not the barrier, and potentially not even the (pretty big) on demand healing you can produce with water fields, it is verything else. Protection, Fury, Might. All the great buffs you can provide, in part thanks to the turrests, is why Mechanist support is so fun.
This is something that is, at least it seems that way, hard for the people working in balance to understand. There's a lot of people that enjoy playing Mechanist support because they can give all these buffs so their allies/friends/guild/whatever, don't have to worry about the uptime in the back of their minds.
Is it extremely powerful? Without question!
Should that be something to worry about? Well, looking back at Firebrand the last few years, apparently not?
But the sarcasm aside, I am honestly not sure nerfing the barriers across the board is a good idea. What I would recommend, is instead buffing single use sources, to promote a gameplay style that works against big attacks and encourages players to use their cooldowns when they know the enemy is going to hit hard. Which also seems what is intended anyway, looking at the change to stability duration, at a glance to the change to Crisis Zone.
Buffing Crisis Zone, and Barrier Signet , potentially increasing the cooldown of Barrier Signet to make it more obvious it is meant as something you use reactively when you notice the enemy started casting something big/when you need some barrier to get everybody back up to safe levels after a big burst, or proactively if you know the fight and the incoming bursts, the others ... i'd honestly prefer you to reduce the nerf to maybe 20%, with potentially Barrier Burst going down by 30%.
(On a personal note, I'd be okay with a nerf of ~40% IF you instead increased the scaling.)
The nerfs to the Confusion and Bleed-applying skills is okay. With the mech being put on auto, it feels like the specc does too much dmg for too little effort.
But then I see Rifle Power mechanist exists (and our Fireboys), and I'm unsure the condi mechanist is your biggest issue. Then again, from my limited playing of Condi FB, it requires more inputs than mechanist (unless you play the kit-based condi spec, which I can not judge).
Ended up being more than I had in mind initially, but I hope it's comprehensible.