Where Weapon Skills are Headed In the Future [For the Anet Devs]......
in Suggestions
Posted by: FluffyDoe.7539
I am 100% behind the trait designs and balancing method of GW2. However, in the near future… I believe that most players would like to see more skills which have the concurrent properties of being ‘complex & fun’. I’d like to make 2 points here.
Point 1:
No sugar coating here, a lot of skills in GW2 are very ‘dull’, for example: the Mesmer’s GreatSword Skill #5: Ilusionary Wave [Push back all foes in front of you with a wave of magical energy]. That skill is the perfect example of a super ‘dull’ skill (no traits can modify it, while the best thing a player can do to Mod that skill is decrease its CD with the help of just one available trait). I’d say that at least 30% of the skills in this game are simply dull like the Mesmer’s GreatSword Skill #5.
My Suggestion:
Apply a trait tree specifically for ‘each skill’ in the game, and start it by giving every skill an ‘extra’ option. I think, at some point, it’s either giving a skill like the Mesmer’s Illusionary Wave more effects to play with, or modding it so that people can do more with that skill.
Increase The Complexity Of Each Skill <——————— (Where Skills Are Now) —> Adding Similar Skills Which have Primitive Skill Effects.
Currently, the majority of skills are closer to being “Similar Skills Which have Primitive Skill Effects” . Y’all have to decide…
Complexity <————— (Now) —-> Quantity
Which way to go?
-
My favorite PVP game atm (Dota 2) have IMO the best ‘skill mechanics balances’ in any types of game that’s ever been played. Dota 2’s Skill system probably has the best balancing mechanics in the history of gaming, I say this because:
1) In each game, players are open to over 50 characters per match.
2) No two skills are activated exactly the same.
3) The complexity ranges from the most complex character (like Wisp and Junglers), to simple characters (ie. fundamental playstyle is limited to simply doing 1-2 things through the whole match).
I like what GW2 is doing now, but IMO the builds are way to scarce in-terms of complexit and even quantity! (Ie. a mesmer’s illusion build is equivalent in complexity to one character in Dota 2…. while Dota has 10+ ways to do DPS, a ranger that wants to output damage only can do a maximum of maybe 2-3 core builds).
Here are a list of DPSers in Dota 2, hopefully you can copy their ideas. And YES, I said copy… because a lot of Dota 2 skills were COPIED from League Of Legends (ie. Pudge pull ~~~ similar to Blitz Crank Pull in terms of the “core mechanics”).
Dota 2 “Range Dpser”:
1) Assasin / Burst Type (Clinktz):
http://www.dota2wiki.com/wiki/Clinkz
2) “Super Far Distance” / Kill Finisher Type (Sniper):
http://www.dota2wiki.com/wiki/Sniper
3) Close Range / Multitarget Type (Gyrocopter)
http://www.dota2wiki.com/wiki/Gyrocopter
4) Slow (Or Cripple) / Purely Normal Attack Stats Scaled Type (Drow Ranger)
http://www.dota2wiki.com/wiki/Drow_Ranger
5) Burst / Charge-Up (similar to the Adrenaline effect of warriors) Type (Shadow Fiend)
http://www.dota2wiki.com/wiki/Shadow_Fiend
6) Displacement Type (Morphling):
http://www.dota2wiki.com/wiki/Morphling
Point 2:
Even though some of these skills can be found in GW2, the key point here is that… while in Dota 2 all “50” [pretty balanced] champions are AVAILABLE to a player almost at anytime, in GW2 your single class limits you to do maybe only... 1 out of the 6 variations mentioned above (remember, I’m talking about mechanic variations and not stats variations... * in which case to clairfy, guildwars 2 has either crit, condition, or power, and maybe fore mesmer the clone build makes it 4 types of builds). But that’s simpley too little amount of toys given to players to play around (because traits aren’t unique builds... every class has crit, condition, and power).
TL:DR; GW2 needs to mod its skill to give players a) More skill effects to play around with, and b) More ways (or builds) for each class to plays the same role (ie. Range Dps, Melee Dps, Range burst, Tank burst).
EDIT: Let’s play a little combinatoric game here.
Attack Type: Range or Melee [TOTAL: 2]
Roles: Tank, DPS, Support, Burst, Assassin. [TOTAL: 5].
Now, if each class is OPENED to EVERY role, you have (melee x 5 roles + range x 5 roles), so fundamentally each class should have around 10 ‘UNQIUE’ builds, unique because each class should do things differently right?
Problem is… IS a Warrior Volley unique?
http://wiki.guildwars2.com/wiki/Volley
http://wiki.guildwars2.com/wiki/Rapid_Fire
Huhh….. Two plain skills, both hit up to X times at range, both a combo finisher…
No uniqueness.
(edited by FluffyDoe.7539)