First off, I'm assuming they will go with a similar design of health, energy regen, and limited skill slots. I'm also assuming they may go with very similar game mechanics. The core game design should remain the same. The appeal of Guild Wars is the challenge of creating a complete character out of hundreds of available skills and only using a very limited number of them
So, on to a few game mechanics I would change:
Tanks - Give the Warrior their role back. Every class in Guild Wars and most MMOs has a primary role to perform better than all others. This is supposed to be facilitated by the class-specific statistic, armor, and energy regen rate. Warriors have never been the best tanks in all situations. I've always wanted to make one, but it seems like specific builds (Perma-'Sins, Ele Terra Tank, 600 Rit, 55 Monk) can out-tank the Warrior in most situations.
Armor-Ignoring Damage - Another factor that reduced the Warrior's ability to tank is the abundance of armor-ignoring damage. If the Warrior's only advantage is taken away by so many spells that ignore armor, why have a "tank" class in the first place?
Taunt Skills - Where are they? I know GW1 never wanted them, but controlling aggro is another thing that makes a tank... well, a tank. I also know people have found ways around the game mechanics by exploiting the AI with body-blocking or other tricks. If monsters are just running around and hitting random players and the Warrior is just a pile of metal that gets ignored half the time, then why bring a Warrior? Bring another DPS class so your monks don't take as much of a beating. After all, the job of the tank is to keep others from taking a beating. By not having aggro management, the tank doesn't perform that job very well. On a side note, to balance taunts in PvP, do something similar to Warhammer Online, where taunts make the enemy target do less damage to all but the tank.
Hexes and Hex Removal - There are so many hexes in the game. Many of them are easy to apply with low cooldowns and low energy costs. Where are the low cooldown, low energy cost hex removal skills? Almost all of the hex-removal skills are on 12-second cooldowns and only remove one hex at a time. At least condition removal has Restore Condition.
Conditions and Melee vs Casters - Blind, cripple, and weakness all affect melee characters more than spell-casters. Dazed is the only condition which hinders a caster's ability to perform their role. The balance is a little off here, especially when you compare how many spells cause anti-melee conditions against the melee skills which cause daze. Reduce condition availability or make an extra condition for casters, or make blindness cause spells to fail (after all, you can't see who you are casting a spell on while blind).
Enchantments and Enchantment Removal - As with Hexes and Hex removal, the offending side has a major advantage again. Enchantment removal is easier than applying them when you compare the recharge times and number of enchantments removed by a single skill. It is almost pointless to "prepare" for a fight by applying enchantments to yourself because enchantment removal will be one of the first things the enemy does to you. Necromancers have two ways of removing ALL enchantments from foes in an area, to make things worse.
In conclusion, I am in no way saying Guild Wars 1 isn't fun or has something horribly imbalanced with it. The challenge and fun of Guild Wars is bringing the right classes and builds to meet the demands of the situation you are facing. However, I will say that after four years of changes and expansions, the game's focus has shifted away from the traditional MMO it used to try to be.
---IMPORTANT---Please do not consider this a complaint post or whine thread. This is a serious discussion about general game mechanics which I would like to see different in the next Guild Wars game, not this one. This is also not a debate about which skills are overpowered or don't belong in GW 2.---IMPORTANT---
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