Leechable and consumable endurance

Leechable and consumable endurance

in Profession Balance

Posted by: Aimless.7251

Aimless.7251

Cross-posting a little from necro subforum :o

I enjoy the tactical and strategic challenges that come with actively managing a dynamic resource. In GW1, sensible energy-management to ensure favorable/palatable tradeoffs between benefits (eg. powerful skills, repeated attacks, reserve capacity) and risks (eg. down-time, punishment) could be challenging and very rewarding. I think this aspect also helped self-balance gameplay in a more effective and satisfying way than cooldown-timers and nerfs do and would like to see something similar in GW2 (I think one of the reasons necromancer appeals to me is because the deathshroud mechanic, to some small extent, entails this sort of resource-management, although I realize other classes have similar aspects to their gameplay).

To that effect, I’d like to suggest we make more use of endurance so that it features more prominently in build-design and combat beyond dodging. Endurance is a limited dynamic resource available to all professions and could be leveraged to make gameplay more fun. A number of skills, traits, conditions, boons, stances etc could be designed to steal, sap or consume endurance.

For example, a necromancer skill:

Name: … undecided, they all sounded dirty.

Type: Trait (eg. BM or DS minor or adept major) or signet passive.

Proc: On crit with shortish/mediumish ICD, or upon entering (or leaving eg. by being pushed out due to damage!) deathshroud.

DESCRIPTION

Sap resource (endurance, maybe adrenaline) from target foe/nearby foes, gain resource (substantial life force or endurance) or boon (eg. swiftness, might or regeneration), apply punishment (eg. weakness, cripple) if condition is met (eg. if endurance drops below 0).

.

Another example: Tie Stability-duration to Endurance. Stability would then consume endurance at such a rate that maximum endurance would grant no more than the maximum duration of regular stability (stability granted by transforms handled separately). This way, the player would be required to decide how long he’d like to be stable, and opponents would be able to influence that decision (eg. by sapping, leeching, forcing a dodge).

Whatcha reckon? Would you have fun with this sort of gameplay change? If not, can you change it to the point where you would be able to have fun with it? Can you think of other ways to make resource-management more interesting and challenging? thanks in advance for any feedback

(edited by Aimless.7251)