@Pheesley Thank you for posting this reply! I almost thought I had dementia and needed a test in the likes of: "Person, woman, man, camera, TV".
Especially because one of my lengthy posts disappeared once and suddenly reappeared.
I found gw2's balancing to be terrible at launch. I played it for 18 hours until I decided to quit. The other 2 hours of play time I have on the game are from checking out the updates and improved balancing. I still thought balancing was terrible. I have to admit you've got a valid point about balancing: BfN should be way easier to balance with the new upgrade system, but they still haven't been able to fix the majority of problems.
Healing: I know I have said this many times before but I don't think BfN's healing is way too strong. I agree it could be toned down a bit, but not by much. I always thought healers in gw2 were completely useless as healers and were only used as additional attack characters, with many variants of them making this problem worse.
Damage Drop-off: I think it would certainly making balancing a way more achievable task, but adding it close to 1 year after launch would be a mistake. It would dramatically change the game. Therefore, I think they could implement it in a sequel.
BfN's maps are huge, and I don't think requiring players to get very close to deal significant amounts of damage would be a good chose keeping BfN's map design in mind.
Acorn: Acorn's health upgrade is desperately needed to have a chance against Space Station and Cadets. The second dash didn't change pvp balance at all. If you dash to dodge a ZPG rocket for example, you still die from the rocket even if you are already 1 meter from the rocket away. The hotbox seems to not work when dashing.
Chomper: Chompers buffs were needed to make him as good as Superstar Brainz. They just overshot it and nerfed him again later. Sniping Chompers are a problem, though.
Here's a section I wrote about Super Brainz vs Chomper in another thread:
"If you compare SB to Chomper, who is also primarily a close range fighter, he ends up winning in most categories. Chomper might have an incredibly powerful far range secondary weapon, but SB is better in any other way. His abilities are way better than Chomper's. One of Chomper's is a guaranteed suicide. The other aren't really good compared to SB's. Chomper has an extremely difficult time approaching zombies without taking damage, while it's a breeze for SB. Getting higher vanquish streaks is way more difficult with Chomper."
Imp: Imp isn't as underpowered as everyone says, in my opinion. A small buff to his primary would fix him. Z-Mech ist still incredibly unfair due to explosive escape and him being restored to full health using it. His reward for exiting before out of health should be that he himself doesn't die from the explosion. The entire concept of Imp and z-Mech is a problem. No matter how much he is nerfed, he can still change the balance of a mode with a capture point. He can call his Mech in front of the point and capture it. I still see many players getting the top vanquish streak with imp. I manage to do it all the time when playing as him.
Scientist is way better than Sunflower, in my opinion. Steam Blaster needs a rework that encourages players to play him as a support character.
All-star vs citron: I agree, citron is very powerful. All-star isn't worse, though. The time it takes for his weapon to overheat is a joke. He can deal tons of damage with his primary and abilities. He is just powerful in different ways.
Arcane enigma wasnerfed already. Outta fight is still a huge problem, though.