Damage Types.
It’s a bad idea, the interaction between condition/damage/vitality/toughness is complex enough. Remember anet changed the system because it was a nightmare for them to try and balance gw1’s system.
My response to that is a little off topic but it basically comes down to: Every class can do everything all the time but none can do anything well. This makes it feel that while every class has a different playstyle, none of them are individual. I feel, each class needs a set of strengths and weaknesses that allows it to have its time to shine.
Please consider that in a game environment, this inevitably leads to players being discriminated against because of their choice of class.
Feeling great about your class choice because it can do something special also means everyone else feels like they got shafted.
If you want an example of what this can lead to, look up the discussions about class choice for Sunwell progression raiding in WoW’s Burning Crusade expansion. During that time, this design problem was brought to it’s ugly, but logical conclusion, rendering some classes completely useless. I’m not as familiar with GW1s history, but I’d wager there are similar examples.
If you design a class so it can do one thing better than any other, players WILL find a way to exploit that, and will discriminate agains other classes that can’t provide it.
If you look for that reward of being recognized for doing something really good, you’ll have to learn how to earn it by playing that good, with out relying on a built-in advantage.
Currently, the game caters to the lowest common denominator in every way possible. Anet have made it abundantly clear that they want to restrict any kind of complexity in the game as much as possible, so while I can see the merits to such a system, it just won’t happen.
Currently, the game caters to the lowest common denominator in every way possible. Anet have made it abundantly clear that they want to restrict any kind of complexity in the game as much as possible, so while I can see the merits to such a system, it just won’t happen.
There is plenty of space for complexity within the existing system, it doesn’t need unnecessary obfuscation.
I love that gw2 has no stats that are worthless to a class – one of the things that most annoys me about other games.
Adding in damage types like that would require stats that boost only that damage type on that class, being useless for other classes.
If you look for that reward of being recognized for doing something really good, you’ll have to learn how to earn it by playing that good, with out relying on a built-in advantage.
This has to be one of the greatest statements that I’ve read on this board in a very long time and it holds true for so many different aspects of the game, not just this one. I know that it sounds like LTP but honestly…LTP.