I have been thinking about how the combat in this game can be more challenging, strategic, and promote more build diversity, and I think I’ve come up with some simple, fundamental changes that can make this happen. Now, I don’t know whether these should be implemented game wide, or for an optional “hard mode”, as some of the player demographic might not like these changes if they were implemented globally.
1. Dodge roll doesn’t make you invincible. Dodge roll would be used for getting away from incoming damage, not for allowing anyone to stand in damage. I’m specifically thinking of the current strategy most speed groups use for the Subject Alpha fight. With this change, players would have to actually think to maneuver around the fight, instead of just all dodging 1.5-2 seconds after the AoE circles appear. My inspiration for this came after playing Monster Hunter. In that game you have to get out of the way of giant monster’s attacks with the dodge roll, because you can still get hit and sent flying mid dodge. I’m not sure whether this style of dodge roll would work well in this game or not, but I believe it is worth a try.
2. If every member of a group dies in an instance, then all members are kicked out and they have to try again. This would discourage the current meta of everyone running berzerker gear with no support and stacking on the enemy. With this change there would be a much greater risk of using this strategy because if something goes wrong everyone can be dead really fast and the whole instance would have to be restarted. This would encourage more use of support and tank builds.
3. Don’t allow skills or weapons to be changed once an instance is started. This would discourage running through content, since most builds can’t be effective at both running and doing damage. This would also encourage more strategizing before entering an instance, since different people would have to get set up for different roles at the beginning. This would be especially true if this were implemented with #2.
4. Take waypoints out of instances. Combined with #2 this would make for interesting and tactical plays to try and res someone who died in a difficult spot. This also discourages running through content, since the risk of someone dying in a bad spot is much greater when running. However, there would have to be a way to discourage pug groups from kicking the player who died and finding someone else who could enter fully alive. Also, the issue of mesmer portals would have to be addressed. These changes could encourage groups to require a mesmer to run through content and portal them.
5. Don’t allow players to leave an instance and come back. This is required for #2 and #3 to work at all. Right now players can go to town to use commodities, like armor repair, from fractals, where you are only meant to repair after a full set. It would also stop players from switching characters during an instance which would help encourage strategizing beforehand. Of course there needs to be an exception for allowing players to rejoin after a disconnect, but they should somehow be kept from going back to town or changing characters. Otherwise people could pull the ethernet cable from their computers to force a disconnect so they can repair.
6. Allow collision between enemies and players. This allows for tanking strategies to actually work without a taunt system. If enemies can be body blocked on a corner of a wall, then they can be held there by a tank. This allows for more varied group strategy and composition.
I know there was a goal in this game to remove the holy trinity so that groups don’t have to rely on any one class for anything. That goal has mostly been achieved. My Necromancer can do damage, heal/support and tank. I’m not as familiar with every other class, but I’m confident they can all be set up for every role as well. Currently the game has removed the holy trinity all together and replaced it with the Monarchy of the Berzerker. All the content can be completed with 5 of any class running berzerker gear in a stacking formation, using the principle of kill before you are killed. Defensive builds have no role in PvE currently. This lack of diversity in builds and strategies has made the game boring and stale for a lot of players, and I believe changes along the lines of what I have proposed can help to change that.