Feedback:User/Daggerbird/balancing casters vs. non-casters

 PLEASE PLEASE PLEASE READ THIS ENTIRE ARTICLE  i dont type this stuff for fun but because its a necessary change.

HI, im a longtime player, and have recently begun playing again but I was wondering as I looked at all the game updates---why the game is still so unbalanced in favor of casters. It seems likeno the fact is: casters have a huge advantage over non-casters primarily warriors, dervishes, assassins, and paragons. On numerous occasions I have been on an all melee team in random arenas run into an all caster team, and got soundly whipped. Taking 2 extremes if a a mesmer caster and a melee warrior were to meet in battle each with any random build I guarantee the mesmer would win 90% of the time, There's no real protection against casters since lots of their spells (too many really) do degeneration and other armor ignoring damage.

My suggestion actually isn't originally mine, it is the system that most similar rpg games follow. And considering that Guild Wars is one of the only games with a degeneration type of damage, this system (or something similar) is needed more than ever. The system:

Just as the more caster heavy a profession's skills are, the more energy (and energy regeneration) they naturally have. I propose the more non-caster heavy a profession's skills are, the more health they gain. As in, an elementalist should gain the normal amount of health each level, but an assassin should gain the normal amount + 4 health per level. So mesmer, elementalist, monks, and ritualist gain the normal amount of health per level; assassins and dervishes gain the normal amount +4 health per level (they still have some casting skills); rangers gain the normal amount +6 health per level; and paragons and warriors gain the normal amount +8 health per level.

I know this seems like a radical change but theres a good reason why other rpg games implement a system like this and its so casters don't dominate/so people can actually take damage without dying before they enter melee. And given the fact that there is so much degeneration and armor ignoring damage that casters can use, this is needed very very badly and I am quite surprised that this issue has never been addressed.

besides it imposes tradeoffs between health and energy when choosing a profession, currently its no tradeoff just professions with more energy than others (I know your thinking of the point that certain professions have more armor than others but given all of the armor ignoring damage and health degeneration in the game,honestly, armor helps more with how your character looks than actually keeping one alive) In other words a warrior suffering 10 health degeneration dies off just as quickly as a mesmer suffering 10 health degeneration if they both have the same amount of health yet, a warrior has less skills to inflict 10 health degeneration while the mesmer has lots that do, AND the warrior will generally have to enter melee (which takes time to get to) while the mesmer doesn't AND the warrior inflicts small armor dependent damage while the mesmer can deal massive armor ignoring damage-it is quite obvious how huge the advantage that casters have.

Just take a look at a jade quarry or fort aspenwood battle or random arenas if you want proof...everything in the game is dominated by casters. most times a melee profession is killed off by a caster before they even get a chance to move into melee contact ''' thats how unbalanced it is! '''