Good evening!
I’m here to start a discussion about what we can do to expand the game without trying to change it (or not too much), by using the current mechanism with imagination.
Please remember an important thing : it’s about diversification, not replacement or full change of what’ll come in the futur to fit a unique fighting paradigm. It’s more about making flavorful fight. If they became the usual fight, it would be a failure.
I’ll open with some ideas
Survival
Currently, surviving is something we do aside of beating our opponents.
What matter is dealing damages without dying in the process, because the only thing granting us victory is to kill before it kill us.
Then, monsters are designed to be slaughters before they kill us if we manage well enough our spells and dodge.
Damage is the first concern to end a fight, and the more damage are done, the faster the fight end. With conditions too easily reaching their cap, we got the “berzerker only” trend we all know.
Of course, a dead player will not damage at all, and surviving is not completely useless.
Now, imagine a foe/boss you can damage, but eventually reduced or at key moments only, its life is depleting anyway, automatically or if the correct action is done.
Then, what matter the most is surviving it while damaging it is just a bonus.
A declination would be that it’s not as vulnerable as when we complete a specific task.
Being able to complete the task is now as much important as damaging, pushing survival interest up. Then you can go full focus on damage, but for those who want to play otherwise, they would have something they can try to do their part without the need to conform to the “berzerk trend”.
And bam! We’re exactly on the original statement of Arena.net “play how you want”.
Damage would still be a core mechanism, but it could be given alternatives.
Sneakiness
We have rogues and mesmers with invisibility, teleporting skills, and not a single encounter provide emphasis on sneakiness. Being able to trick some trash mob guard to knock him from behind and avoiding the fight if successful.
Or at least, disabling him momentarily to gently slaughter his friend nearby before taking care of him too.
Jumping
Jumping puzzle dispersed in the whole world, and I can’t remember any encounter where people have to reach places to fight or evade deadly strikes. Could provide some interesting alternatives to “dodge it or die”, an other way to dodge things. Could unlock specific buff or help.
In a boss fight, someone could choose to go jumping over the fight to provide help from above by activating help or deactivating traps. Aiming a cannon at the boss to explode it’s shield, removing boss AoE faster (extinguisher for fire AoE), spraying power buff… Or making a mistake and poping adds :°
Run Forest
Cripple, Chilled, Swiftness, teleporting skills, but for when a fight where someone can kite some mobs or must run with an object to prevent the boss to reach it?
The mobs can be linked to the surviving part, their life depleting automatically, making them not worth damaging them.
The object could be pass from player to player like barrel/crab mini-games if a player feel that he will not be able to flee the boss any longer.
It’s now midnight for me, I’ll end here for now
What do you thing of these ideas? Do you have others to share? Improvement to these ideas are good to share too!
Thanks for reading!