Redesign of Attributes, Boons and Conditions

Redesign of Attributes, Boons and Conditions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 1) Attributes

I think this is a triangle case of balancing. So if anything gets changed on A, then there needs to be done something about B and C too.

Currently the Attribute System is in a terrible state, as the game works right now, all that matters to have is only Power, Precision and Critical Damage.
Why? Because these attributes have a way too powerful synergy, whereas all other attributes have absololutely no synergies at all, when compared against Power/Prec/CritDamage%.

I think also it was a horrible decision to make up for a split between damage and condition damage. There should be different damage types, yes, but imo the game would run alot better with a system that makes only differencies between “physical damage”, “elemental damage” and “mental damage”, but all 3 damage types should get more powerful just by power.

Theres no need for an attribute like condition damage.
This game could have alot of far more useful and interesting attributes, if Anet would give also all of the attributes instead of only 1 effect giving each attribute 1 Major effect and 1 minor effect.

The Attributes need a redesign, so that the game finally stops with Power>everything.
Other Attribute specializations, like more defensive builds also need to receive similar synergies, like Power goes very well totgether with Precision.
GW2 needs to get away from % Attribute Boosters.
% Attributes are always impossible to balance and will always lead to overpowered attribute synergies.
No single class in the game should be able to basically 1-2hit kill players due to these insane attribute synergies with that you can quickly massively raise your maximum damage outout into insane heights. There should absolutely not exist the option to reach something like Critical Damage % of like over +100% …
This is ridiculous and its the reason why we have such extreme unbalanced damage builds in this game, because currently the terrible attribute system just allows for us to reach such damage heights without that there are any senseful caps to prevent any kind of unbalanced power creep.
—-

This are in my opinion all the Attributes that GW2 should have (needs)

Power
Major Effect: Increases the Physical/Elemental Damage of your attacks
Minor Effect: Increases the maximum Endurance for characters

Precision
Major Effect: Increases the Chance to deal Critical Hits
Minor Effect: Increases Condition Durations

Vitality
Major Effect: Increases Maximum Health
Minor Effect: Increases Endurance Regeneration Speed

Toughness
Major Effect: Increases Defense against Physical/Elemental Damage
Minor Effect: Decreases Condition Durations on you

Wisdom
Major Effect: Increases Mental Damage of your attacks.
Minor Effect: Increases Effectiveness from Self Heals/General Heal Effects

Intelligence
Major Effect: Increases Defense against Mental Damage
Minor Effect: Reduces Chance to receive Critical Hits on you

Agility
Major Effect: Decreases Skill Recharge Times/Increases Initiative Regeneration
Minor Effect: Reduces Endurance Consumption on Dodges

Courage
Major Effect: Increases Duration of Boons
Minor Effect: Increases the Chance for Immunity against CC’s
—-

So 8 senseful Attributes, that are useful, instead of 11 Attributes, where most of them feel just beign useless/underpowered, having no real influence in battles due to havign no synergies, like Power has with precision and the current critical damage attribute.

There should be no critical damage attribute!! Critical Damage should be FIX for all the classes the same. if you deal a critical hit, then the damage should be increased fix by just 50% maximum. This would finally tone down some massive damage bursts this game has and nerf certain overpowered skill builds to a poitn down, that you can#t say then anymore just only Power> everything.

Battles would become finally more of fun, not being able anymore to kill other players just in 1-2 hits (making battles in overall again more challenging) when power wouldn’t synergize so extremely good anymore with critical damage%, once it would get reduced fix to 50% and wouldn’t be any gear relevant attribute anymore.

Traits shouldn’t give any Attribute Points anymore, All Trait Points should be 50% preset in regard of which class you play.
The other 50% of attribute points a character gains over the cource of getting to level 80, would be freely to put anywhere where you like, with the option to reset your choices outside of battles, just like we were able to put points into Attributes in GW1 and could change that anytime outside of battles.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Redesign of Attributes, Boons and Conditions

in Suggestions

Posted by: Leamas.5803

Leamas.5803

I run a power/vitality/condition damage build and haven’t had many problems. You have to consider, such a build is generally going to be a magic user and squishy at the best of times. I don’t think it unreasonable that a warrior should be able to take a class like a mesmer down in 2 blows. As a magic users, you’re trying to avoid that physical contact and your build generally isn’t such that you can really mitigate a lot of physical damage. You have to play appropriately. While magic users are squishy, they have advantages in other areas, which don’t necessarily completely balance things, but it’s not terrible. Magic users aren’t going to solo a champ like some warrior, builds, but really, should they be able to?

Redesign of Attributes, Boons and Conditions

in Suggestions

Posted by: mercury ranique.2170

mercury ranique.2170

short answer: Don’t be a beserker nub.

Long answer. For some professions beserker is very viable to do and use. for others a lot less. Beserker gear is powerfull in dungeons and when doing large scale events. For many other content it just get you killed too soon. I see some people thinking that zerker is the whole game, but thats manly is that they only do zergs or dungeons.

It is incredible to see how many warriors are being one hitted to down during a Tequatl fight, not only wasting their own amount of DPS, but also that of those rezzing you, making the actual so called advantage a disadvantage for the run.

That is also the way to counter zerker gear (and something that we are allready seeing). Make enemy’s more lethal.

Stats and choosing stats is so designed that you have to choose between having lot of dps or having lot of survivabillity. However, DPS is a number that can increase, and survivabillity is a treshhold, you either survive or you don’t. There is no real increase in survivabillity. The solution should be to have stronger foes with more heavy AoE-DPS spikes.

Being able to put more points in Critical damage should be rewarding, but only investing in zerger stats should be lethal. Off course a bit is totally ok

As for atributepoints. There is nothing wrong with the current system, just if they rebalance the foes in starter area’s it should be available sooner so the weak at start classes don’t have too much dissadvantage.

GW1 didn’t let you change attribute points out of combat, you needed to leave the instance you where fighting in and go to a town or outpost.

Arise, ye farmers of all nations
Arise, opressed of Tyria!

Redesign of Attributes, Boons and Conditions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 2) Boons

Boons are something, which would need to receive some changes too and I really think, the game needs some more Boons too, not always only more new Concidtionsa, Conditions and again, you guess it..Conditions.
Until now Anet has always added to the game only new conditions…

This is what I would change on the current Boons and which kind of Boons I want to see in the game:

Might
Increases Power and Wisdom by X Points in regard of your Character Level per Stack.
Maximum Stack = 15

Vigor
Increases Vitality and Agility by X Points in regard of your Character Level per Stack.
Maximum Stack = 15

Awareness
Increases Toughness and Intelligence by X Points in regard of your Character Level per Stack. Maximum Stack = 15

Concentration (Fury renamed)
Increases Precision and Courage by X Points in regard of your Character Level per Stack. Maximum Stack = 15

Regeneration
Heals Health over time and removes every x seconds 1 condition
Maximum Stack = 15

Stability (Turn Aegis into Stability, Aegis will receive a new effect)
Makes you temporary immune against all control effects and blocks your next incoming attack.

Quickness
Increases your Movement and Skill Recharge Speed/Initiative Regen by 25%.

Reflection (renamed Retaliation to let this boon fit into more class builds)
Reflects back incoming damage to its Source. Reflected damage varies in regard of the fact, if the reflected damage source was critical or not. Reflected damage however gets also effected by Conditions like Weakness
—-

New

Protection (renamed new Aegis with new Effect)
Reduces incoming damage by 25% and protects players from getting downed/instant killed if an attack would have been deadly otherwise.

Stealth (Or call it Invisibility)
Stealth should count as a Boon, so that it can be stripped and it can received also longer durations through attributes/upgrades like runes ect. that increase boon duration (remove that reveal crap then)

Luck
Increases Magic Find and Gold Find by 25%
I think these kind of effects deserve to have their own boon also too…even it we would receive this boon never ever through anything combat skill related, but these increasign effects should be just something that you see as a non removable boon in the UI

Aura
Increases the Effectiveness of your Combo Fields and Combo Finishers as also increasing their Ranges if they had some AoE Effects

Analysis
You will see which skills of your Target are in Recharge and how long that is still the case. You’ll see the Maximum Health of your Targets also and their Attack/Defense Stats so that you can receive a better impression about what kind of a build an enemy player uses or what kind of gear the player might use, if its somethign thats more pro offense or somethign thats more pro defense.
This is some kind o special non removeable boon, with multiple stacks that reveals more information so higher the stack is Max Stack somethign between 3-5 I think should be ok. Could be something that could be introduced with “Universal Skills” as an Utility Skill, with a minor combat effect like confusing the enemy for staring so long onto then (lol) with the major effect of giving you more enemy information everytime you use analysis onto an enemy.

So far for this my thoughts… now to the last part

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Redesign of Attributes, Boons and Conditions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 3) Conditions

Seeing in the threads about the new upcoming patch to introduce high likely just another new condition and the overall feedback of the community being positive towards that, many postign also, that GW2 would need “alot more conditions” to make condion builds more attractive, this is here my concept for a revamped condition system with a few conditions I’d like to see gettign implemented/changed.

1) Poison
Reduces Healing Effectiveness by 33% and gradually degenerates Health of a Victim.
This Degeneration needs to get buffed. Currently its Degen is totally underpowered compared to high stacks of Bleeding, Confusion, Burning and Torment.
Poison should become STRONGER with every second so longer you are poisoned, so deadlier it should become over time. Stacks Duration.

2) Bleeding
Bleeding should receive the effect of Torment. Bleedings are too OP currently and high stacks of it way too easily applied. Bleedings hurt more, when you move around as you lose quicker blood. This should be just logical. Torment gets a new effect then.

3) Torment
Interupts now the usage of the healing or elite skill automatically if the enemy tries to use them and deals some kind of backfire damage if that happens.
That kind of damage will be stronger, if torment interrupted the usage of an elite skill.

4) Burning
Very much the same like now, only with the new side effect, that Burning becomes contageous, just like the Disease of GW2, letting Burn spread over to nearby enemies that get too close to each other. Fire always spreads over to everything, that is possible to catch fire…

5) Confusion
Confusion shouldn’t work like Empathy (Mesmers should get Empathy back as active weapon skill) Confusion should make it impossible for a victim to gain new Boons, as long as Confusion is there and it should increase enemy skill recharge times by 20%

6) Cripple
Cripple should not only slow down the enemy movement by 33%
Cripple should reduce also the foes’s chance to deal critical hits by 33%

7) Weakness
Should work like the exact counter to Might..so it reduces an enemies Power & Wisdom and remove also single Might Stacks.

8) Vulnerability
Should work like the exact counter to Vigor reducing an enemies Vitality and Agility removing also single Vigor Stacks

9) Chill
Should work like the exact counter to Awareness, removing also single Awareness Stacks

10) Blindness
Should work like the exact counter to Concentration, removing also single Concentration Stacks

11) Fear
Should be the new Stun with its current effect (its also called, being paralyzed with fear, or being scared stiff)

12) Immobilize
Reduces for a short moment Movement and Attack Speed by 50%

13) Petrification
Becomes finally an official condition with a bigger spread on skils that can apply this condition, especially among earth elementalist skills for example instead of bleedings/blindnesses.
Slows down Skill Recharge like the old effect of chill and increases received critical damage and hits by +25%

14) Stun
Changes from a one time movement stopper into a periodically occuring skill interrupter effect that auto interupts enemies every x seconds and increases skill activation times by 50%

15) Toxin (Disease/Virus)
A contageous negative effect, that spreads over to allies, that has no effect, while the victim is alive, but if the victim gets downed/killed, it becomes active.
In downed state, it increases the speed of health loss by 33%
Once the victim dies, an AoE around the dead corpse will appear invisible for enemy allies, only for yourself visible , the so called contamination zone in which enemies can get intoxicated with the virus/disease if they stay too long near the dead corpse.
Its a negative condition, that won’t be so easily to remove by normal condition removers, just the new universal healing skill can remove it (thats what I will expect from this new condition)

16) Apathy
Demorales you so much, that it will reduce boon durations and reduce adrenaline gain, initiative regen, life force gain, weakens effects of shatter skills

17) Trance
Puts the victim into a koma like sleep that interrupts enemies and lets the next hit on them become an unblockable 100% sure critical hit, that will end the trance also then.

18) Slowness
Increases Skill Activation Times by 100%/ Increases Initiative Costs by +2 and reduces Endurance Regen by 25%

19) Pain
Will work like Deep Wound from GW1, reducing temporarely the Maximum Health that can be recovered down to 80% and lets the victim suffer on damage per second, that gets stronger per every condition that is active on the victim at the same time.

20) Siphon/Drain
A negative condition that lets you drain health from the foe, when you hit them.
Like the Signet of Malice, just with the difference, that this here works like a life siphon.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)