I had a shower thought about toughness last night that I want to run by y’all.
TL;DR: Change toughness from an armor modifier to a defensive buff modifier.
So first, some context, the main content I play is T4 Fractals, Dungeons, and Open World content. So of course that means I don’t have much experience with WvW and PvP especially so this suggestion may not work due to these game modes. However, in the game modes I do play, I’ve been a little disappointed that toughness doesn’t have much use. I would love to play a useful high toughness character in T4 fractals but there isn’t much desire for this.
The reason for this, I think, is that GW2 prioritizes active mechanics over passive mechanics, which is great, but that means it won’t ever prioritize toughness.
So, what if toughness were changed from a trait that adds to your armor (a passive buff) to a a trait that increases the usefulness of applied buffs. For example.
- Aegis applied to you and your group changes from blocking the next incoming attack to blocking a high amount of damage of the next incoming attack depending on the casters toughness. Higher toughness = more damage blocked.
- Protection applied to you and your group changes from reducing all damage by 33% to reducing a certain amount of damage of the next incoming attack depending on the casters toughness. Higher toughness = greater protection. This should cap of course, I would say around 40% but maybe lower.
- Resistance applied to you and your group changes from making all conditions ineffective to a certain number of conditions ineffective based on the casters toughness. Higher toughness = more conditions rendered ineffective.
- Retaliation applied to you and your group changes from being power based to being both power based and toughness based. According to the wiki the formula for retaliation is 200 + (0.075 x Power). This could change to 100 + (0.075 x Power) + (0.075 x Toughness) for example.
- Stability applied to you and your group changes from making all CC’s applied to you ineffective to scaling the ineffectiveness of CC’s to the toughness of the caster. Low toughness means only softer CC’s can be blocked, medium toughness means medium CC’s can be blocked, and high toughness means the hardest CC’s can be blocked.
- Vigor applied to you and your group changes from increasing regeneration by 50% to increasing regeneration depending on the casters toughness. Higher toughness = a greater percentage of endurance regeneration. This would also need to cap, I would say around 60%.
These are all of course just possibilities and are meant to represent the idea and how I think it would work rather than an exact implementation plan.
One problem I see is what happens if the same buff is applied from different sources with different levels of toughness? I think there are a few ways this could be handled.
- 1 option would be to have the caster with the highest toughness dictate how effective the buff is and other casters increase the duration of the buff.
- Another option is to increase the effectiveness of the buff based on the collective toughness of all the casters.
- I could see some combination of both of these being other options.
So that’s my idea to revamp toughness. It’s not perfect of course, but I’d love to know your thoughts.