User:Auron/GuildWarsSucksSoMuch/List of things that break the game


 * Hexes. The length of some things like Faintheartedness is just retarded. Stack it with dual migraine so monks can't strip anything... and you get a perfectly balanced build, by ANet's definition.


 * Physicals. Monkless teams of just Warriors and Paragons should never be able to kill a balanced team - ever (let alone r10/11+ groups with skilled players). Remove conditions from drunken blow, remove energy gain from Steady Stance, lessen the energy denial from Fear Me... do something, for Christ's sake.


 * Ancestor's Rage and Splinter Weapon. Yes, I know they are the only reason people run rits; that doesn't excuse sloppy game balance. Your job is balance, not ritualist-promotion. Fixed. Six months too late.


 * Casters dealing heavy damage. Warriors, since the beginning of time, have reigned king on damage; which was fine, because warrior hate came in many forms and was generally plentiful. You can't go adding damage to mesmers and eles like no tomorrow unless you add caster hate that is as spammable as warrior hate.


 * Dervishes. They're just dumb. Immunity to conditions? +100 HP? You don't understand how critical that is at VoD. Recipe for victory? Mix one invincible, deep-wound-spamming god-tank with a few spoonfuls of Splinter Weapon.


 * Heroes. They RC conditions off instantly. They interrupt skills on a split-second reaction time. They spam hexes too well, they heal too efficiently (at least in the context of most GvG stand battles), and they use rezzes instantly. Last, but not least, they aren't even fucking people. What the hell, ANet? If I wanted to fight a bunch of AI opponents, I'd go play FEAR, where at least the AI is balanced - challenging to beat, but not broken in retarded ways. I'm happy Monolith didn't pull an ArenaNet and give all the bots instant headshot abilities and ungodly bullet dodging. Man, Guild Wars sucks. Fixed after two years. And by fixed I mean removed, not actually fixed in the usual meaning of the word. Unfortunately, ANet also wasted hundreds of man hours sorting through 30,000 skillbar submissions for the new henchmen when they could have spent 5 minutes on PvX and got the same bars. Waste of effort much?


 * Fast casting. Mesmer spells are balanced for fast casting - necromancer and elementalist spells are not, and thus should not receive the bonus from this primary attribute.


 * Hard Mode. Making stuff hit harder doesn't make the content any harder when you aren't taking any damage anyway. On the flip side, making things heal for three times as much and throwing three healers at you simultaneously is stupid. Hard mode should have been designed with new monster skills for each mob, not the same old skills they've always had with numbers bumped up.