Ideas for small scale content and balancing

Ideas for small scale content and balancing

in Guild Wars 2 Discussion

Posted by: TheShyGuyTheory.2849

TheShyGuyTheory.2849

So with me extremely happy with the spring quarterly update I thought it would be great to give my opinion on some changes and additions that I thing would add value to the core game. These are some ideas and balancing notes I’ve accumulated over the course of about a year that I would love some feedback on (mainly from devs, just so I can know more about game design eg where I’m going wrong)

Questing / Request Board (Small scale content)
This first idea might seem like me begging or bringing up un-guild-wars-2 like topics but I’m really not, yes I called it “Quests” but I’ve grown akin to calling them “Requests” and only really share a base principle. I pretty much got this idea from legendary scavenger hunts, (I refined this part today) more specifically the Chuka and Champawat hunt one.
The general idea is that under the Hero panel there will be a tab labelled “Request Board” (or maybe even “Quests” if the devs are feeling brave) that has a list of miscellaneous request from various NPC’s that require or need something done by the player around the world similar to a scavenger hunt. Each “request” or “quest” will take about 25 mins toan hour to complete and reward a decently heavy reward on first completion and will yield no rewards on subsequent completions, they will also only yield rewards again after they have “reset” at given intervals I have yet to decide on (around 1-3 months as a quick estimate). I have also not though up a reward but after observing the spring quarterly update’s dev AMA it seems you are looking for a way to obtain leather and cloth so maybe that? or just flat gold.
Maybe (if possible) add a team of around 3-6 people working on these sorts of things and release them at each quarter update in batches of 5+? (Educate me of this, devs)

Balancing
I’m not going to sit here and act like I’m a pro and every profession so I’m just going to say the blatantly obvious one. (the other obvious one that I am not mentioning (Druid) is a profession I know nearly nothing about so I will not cover)

Revenant
This proffesion is OP, they have the best Offensive weapon skill in the game (Sword 3 – Tones of damage on multiple targets, warp/blink/gap closer + untargetable) as well as the most OP Heal skill in the game, Infused Light. Here’s what you do;
Make Unrelenting Assault only able to hit an enemy once, if there are 5 enemies, hit each enemy ONCE, if there are 1 enemy, hit that enemy ONCE as well. The untargetable aspect of the skill coupled with the fact its a gap closer is good enough as is (This skill is pretty much Master Yi’s “q” from league of legends, but it works well).
Infuse Light is something I feel like is over looked, while it does have counter play on it by looking at it from face value, the revenant can turn it around and de-value said counter and re-counter it again while also getting the same if not more value out of it. Here is an explanation. Say there are 2 enemies on a PvP point, a Rev and an Ele and that your team has a Mesmer and a Thief. If the mes and the thief focus their fire on the rev and the rev uses Infuse Light this immediately causes the mes and thief to disengage and instead focus fire on the Ele (this being the devs definition of counter play) and while this is considered the “right” move, still has its draw backs. The rev can re counter that move by standing on top of or in front of the Ele soaking up the damage with her (all Ele’s are female) and healing her anyway, if the mes and teef disengage yet again they will be wasting time and will have forced the ele and rev to go on the heavy offensive and pretty much sweep the floor with them as teef and Mesmer are built on surviveability through offence. This obviously, is bad. To fix Infuse Light simply do this, add an initial heal on the skill of 1000 and make it so the rev can only heal up to a certain threshold (say around 6000 total healthaka 7000 Total w/o Healing Power). The option that remains is this, when the rev reaches said threshold, will the skill drop or will it keep active and act as an invuln? There are defiantly other things to tweak but these 2 are the most important ones (IMO)
Sorry I singled out Rev.

Burning Nerfs
Each condition has unique effects associated with it.
Poison = Small Damage + Healing Reduction
Bleed = Accessibility (All/Most Professions) + Medium Damage
Torment = Increased Damage on Moving Targets
Burning = Accessibility and Inaccessibility (High accessibility on a few Professions but little to none of a lot of others) + HIGH Damage
As you can see here, Burning is stupid, and here is what I would do. (Emphasis on I)
Make burning a condition that starts off doing low damage (pretty much poison level) but will do increased damage per tick, eventually surpassing its current damage (at around an estimated 4 ticks)
This means in PvE (where Condition Duration is a factor in popular raid gear) it will receive a buff while in PvP (Where condition removal is key/plenty) it will be nerfed.

That’s all I have time for but I’ll add more in a few hours.
It would be great if fellow players could add and improve my ideas or maybe even discus why these changes wont work. Lets get a read discussion going on in here.
Also, its pretty late here so excuse any grammar mistakes, I tried revising it.

– Shy
Yak’s Bend
Thief / Daredevil Main