Include contributions in calculations
Yes! I have had the same ideas, but never made a post about it, cause it wouldn’t get read probably. I like to support too, but I think devs just want to punish people who try to go as a healer, something I find in every way as good as any other role.
Please Anet, allow us to play any sort of combat as a support unit:
- World vs. World: only high damage spammers get awarded with badges and loot.
- The situation the OP has suggested.
- Dungeons, etc.
While this has been suggested already, I strongly support this idea. Healing, putting down combo fields, reviving, should increase the chance of better loot for a certain amount of time.
How about increase your MF while decreasing the need for damage to be tagget for the kill/loot.
The MF increment should be subtle, something like 5% for 10 minutes for a rez on a separate stack, not stacking, and 1% for every 1k hp’s healed for 30 minutes. Stacking up to 20%. After the stack is maxed, hitting another 1k heal should refresh the timer to 30 minutes.
So actively contributing and playing for your team could increase your MF by 20-25% while decreasing the amount of damage you need to do for the loot.
Of course, that is just one way of doing it.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
I don’t have a lot to add, but would also love if contributions other than direct damage were taken into account.
i’ve been angry about this since the betas. still unsatisfied and angry that OUR chosen of method of play, i.e. support for those of us who wish to run it, is NOT supported or recognized as a contribution.
i’ve been angry about this since the betas. still unsatisfied and angry that OUR chosen of method of play, i.e. support for those of us who wish to run it, is NOT supported or recognized as a contribution.
And Anet advertised we could play the game our way ….sad to see this being ignored after that statement.
i’ve been angry about this since the betas. still unsatisfied and angry that OUR chosen of method of play, i.e. support for those of us who wish to run it, is NOT supported or recognized as a contribution.
And Anet advertised we could play the game our way ….sad to see this being ignored after that statement.
I know really :‘(. I love playing the supportive classes, cause i’m not the kind of guy who likes to max everything in crit damage + power in order to jump enemies who are least suspecting. Instead I try to put all in tanking abilities and healing abilities and I do help a lot of people out, either in dungeons or in world vs world.
No holy trinity. It is monotheism. If i’m not getting any loot no one is. Glass cannons ftw.
^This isn’t about the holy trinity… it is contrary to it. The point is that there aren’t specific healer, tank, dps classes…. this means EVERY class can play support, tank, dps to a certain grade. So this doesn’t have anything to do with it, your point is nonsense.
I can see how it’d be really hard to track this sort of thing (damage is eays, just X damage = a certain degree of contribution, where with support you have to consider "Well, applying Aegis to others provides this much benefit, applying regen this much, weakness debuff means this much, ect), but it really is nessicary. Support should not be penalized and damage should not be the only thing rewarded. Despite the difficulties, I hope the devs consider something like this, both for loot and event credit.
What about this: every boon applied to any ally counts for a certain % of damage.
Also for the tanks out there: % damage taken = % damage done in calculations for contributions.
For example a level 80 boss hits 5k per hit on a heavy class with a lot of toughness, but would hit 7k on less armoured ones. A guardian can mitigate a ton of that through blocks etc. Every block counts for 6k damage taken. Now a thief can easily hit 3k per hit too., when on total dps. The boss’ health is 300k about? Meaning a thief can hit him for 1/100 of his health.
Now a guardian can blind, evade, block damage and heal/buff himself and allies aswell when he gets hit. This means he can possibly tank the boss all the time, or at least 4/5 of the time, while still dealing a tiny bit of damage.
In that respect, I think the damage done by the thief in the process, if you reckon there is only the thief and the guardian. The thief would do about 250k damage over time, the guardian perhaps 50k. He would get 1/6 contribution for damage.
But on the other hand he has taken 5k damage for 4/5 or 4,8/6 of the time, so he should get 4/5 contribution for tanking. Now he has also healed and buffed his companion thief: should count for another 0,5/6 at least, reckoning these boons wouldn’t be THAT big and the heals only a slight percentage of the heals the thief himself had.
This would bring the guardian 5+/6 contribution for support.
This would bring the thief 5/6 contribution for damage, but the damage is actually worth less because without support he would have died in no time, while the guardian would be able to hold out a long time solo.