Is vigor necessary?

Is vigor necessary?

in Guild Wars 2 Discussion

Posted by: Erasmus.1624

Erasmus.1624

This is something that Guild Wars 2 likes to deal in: passive, “over time” effects. What exactly is wrong with hard numbers raising bars up and down in chunks? Why not have a system which can promote effective conservation and usage vigor loss and gain instead of it just passively ticking up faster at all times?

Everyone is already running vigor traits (whether exclusively for the vigor or for tangential passive bonuses which also just happen to grant vigor) and energy sigils. Vigor is such an easy boon to have and it has such a flat effect which may not even necessarily be missed if removed prematurely due to every player’s excessive access to evasion, blocking and invulnerability periods combined with the fact that stripped vigor will probably be passively renewed only moments later as part of the unchanged, basic actions of the player. If endurance is going to be passively restored anyway or made irrelevant for a good portion of combat since many players don’t take damage anyway despite not actually using the dodge function, why not just make endurance gain into… actual direct endurance gain?

Below is every source of vigor in the game (not a very long list) except with vigor replaced with endurance gain. If you actually do read it, feel free to say how much would you actually miss it and why.

  • Regeneration also easily fits into this vein of thought which is why all tangential regeneration procs originally listed in the have been replaced with direct healing. Same thought there: people are going to passively heal or use a healing skill anyway, why wait or make opponents think that they can really do something about it on a consistent basis? Stripped regeneration will be reapplied somehow or the player will just directly gain health in some other way along with most likely cleansing any results of the boon removal.
  • Retaliation was also replaced because punishing a player for successfully striking another player is only a sign that the designers didn’t think that they could make a game in which a player could consistently avoid another player via skillful positioning and timing—either that or it’s just pandering to a flavor that is ultimately irrelevant to combat (neither of which is an acceptable balance concept). There is already a way to punish a player for successfully striking another player: take all of that potential damage away by means of a block, evade or invulnerability period. Now that player has lost time and a cool-down.

(edited by Erasmus.1624)

Is vigor necessary?

in Guild Wars 2 Discussion

Posted by: Erasmus.1624

Erasmus.1624

WARRIOR
[Call to Arms] (Warhorn 5)
Cast-time: 1 s; Recharge: 15 s

  • Grant endurance and fury to yourself and allies while weakening nearby foes.
  • Number of allies: 5
  • Number of foes: 5
  • Endurance: 25
  • Fury: 5 s
  • Weakness: 5 s
  • Radius: 600
  • Combo Finisher: Blast
  • Unblockable

[Last Stand] (Defense grandmaster major)

  • Activates Balanced Stance when you suffer a control effect. Increase stance durations and gain endurance when you use a stance.
  • Endurance gained: 25
  • Duration increase: 25%

ELEMENTALIST
[Phoenix] (Scepter Fire 3)
Cast-time: ¾ s; Recharge: 15 s

  • Release a fiery phoenix that attacks foes in a line before exploding and returning to you; this return grants you endurance and cures conditions.
  • Number of foes: 5
  • Flight damage: (0.75)
  • Explosion damage: (1.7)
  • Endurance: 25
  • Conditions cured: 2
  • Combo Finisher: Blast
  • Range: 900

[Heat Wave] (Trident Fire 5)
Cast-time: 1 s; Recharge: 40 s

  • Launch three waves of heat; each damages foes and grants endurance to allies.
  • Number of allies: 5
  • Number of foes: 5
  • Damage: (1.0)
  • Endurance: 20
  • Range: 1200

MESMER
[Siren’s Call] (Trident 1)
Cast-time: ¾ s

  • Unleash a piercing wave of sonic energy that ripples and affects nearby targets on impact with a target; this impact damages foes and grants might to allies.
  • Number of foes per impact: 3
  • Maximum number of impacts: 2
  • Damage (0.5)
  • Allied might: 4 s
  • Impact radius: 150
  • Range: 1200
    • This skill is now a piercing projectile attack that no longer bounces; each impact generates a 150 unit radius AoE around a struck target which also strikes up to 2 other targets (3 in total). If this effect is triggered twice before the projectile travels its maximum distance, the projectile instantly disappears without further effect.

[Critical Infusion] (Dueling adept minor)
Recharge: 10 s

  • Gain endurance when you critically hit a target while you are at or below the endurance threshold.
  • Endurance threshold: 70
  • Endurance gained: 35

[Bountiful Disillusionment] (Chaos grandmaster major)

  • Cry of Frustration now grants endurance (25 points) on use.
  • Distortion now heals (808 (1.0)) on use.

GUARDIAN
[“Save Yourselves!”] (Shout utility)
Cast-time: 0; Recharge: 50 s

  • Renew your Virtue of Courage and cure conditions on allies in the area. Immobilize yourself; taunt and grant super speed to foes in the area.
  • Number of allies: 5
  • Number of foes: 5
  • Conditions cured on allies: 3
  • Self immobilize: 1 s
  • Taunt: 1 s
  • Super speed: 1 s
  • Radius: 600
    • Immobilize is applied after the condition cure.

[Vigorous Precision] (Honor adept minor)
Recharge: 10 s

  • Gain endurance when you critically hit a target while you are at or below the endurance threshold.
  • Endurance threshold: 70
  • Endurance gained: 35

NECROMANCER
[Well of Power] (Well utility)

  • Bleeding conversion now grants 20 endurance.

RANGER
[Lightning Reflexes] (Survival utility)
Cast-time: 0; Recharge: 40 s

  • Evade backwards and gain endurance.
  • Evade: ¾ s
  • Endurance: 50
  • Conditions cured: Immobilize
  • Breaks stun

[Primal Reflexes] (Skirmishing adept major)
Recharge: 10 s

  • Gain endurance when you successfully evade an attack.
  • Endurance: 25

[Vigorous Training] (Nature Magic master major)

  • Pets grant endurance to nearby allies when activated.
  • Endurance: 25
  • Radius: 600
  • Combat Only

ENGINEER
[Eat Wurm Egg] (Norn tool belt skill with Call Wurm)
Cast-time: 1 s; Recharge: 30 s

  • Eat a wurm’s egg to gain endurance and health.
  • Healing: 808 (1.0)
  • Endurance: 50

[Invigorating Roar] (Charr tool belt skill with Battle Roar)
Cast-time: 0; Recharge: 50 s

  • Let out an inspiring roar, removing weakness and vulnerability from nearby allies while also granting endurance.
  • Number of allies: 5
  • Conditions removed: Weakness; Vulnerability
  • Endurance: 50
  • Radius: 600

[Toss Elixir H] (Tool belt skill with Elixir H)
Cast-time: ½ s; Recharge: 25 s

  • Toss Elixir H and grant healing and endurance to allies.
  • Number of allies: 5
  • Healing: 808 (1.0)
  • Endurance: 35
  • Radius: 240
  • Range: 900

[Experimental Turrets] (Inventions master major)

  • Healing Turret’s presence now pulses endurance (15 points) at every interval).

[Invigorating Speed] (Alchemy adept major)
Recharge: 10 s

  • Gain endurance if you gain swiftness while at or below the endurance threshold.
  • Endurance threshold: 70
  • Endurance gained: 35

[Optimized Activation] (Tools adept minor)

  • Gain endurance when you use a tool belt skill.
  • Endurance: 8

THIEF
[Feline Grace] (Acrobatics master minor)
Recharge: 1 s

  • Gain endurance when you successfully evade an attack.
  • Endurance: 10

[Endless Stamina] (Acrobatics grandmaster minor)
Recharge: 10 s

  • When you gain endurance while below the endurance threshold, you gain an additional packet of endurance.
  • Endurance threshold: 70
  • Bonus endurance: 15

[Vigorous Recovery] (Acrobatics adept major)

  • Gain endurance when you use a healing skill.
  • Endurance: 50

UNLINKED
[Rune of the Baelfire] (rank 4)

  • 25% chance to gain 25 endurance when struck. (Cooldown: 25 s)

Is vigor necessary?

in Guild Wars 2 Discussion

Posted by: Coulter.2315

Coulter.2315

Increasing speed of regen is far less abusable and spikey in its rewards. We don’t want more Feline Graces (though that may come to pass anyway with Daredevil).

Is vigor necessary?

in Guild Wars 2 Discussion

Posted by: Erasmus.1624

Erasmus.1624

Increasing speed of regen is far less abusable and spikey in its rewards. We don’t want more Feline Graces (though that may come to pass anyway with Daredevil).

However, even in the case of thieves, people are far more dependent on taking 0 damage when outside of dodge periods than they are relying on dodge alone. If endurance gain were just flat bonuses, we could see a reduction in “Take 0 damage” skills and conversion into something more active and interesting.

Is vigor necessary?

in Guild Wars 2 Discussion

Posted by: Erasmus.1624

Erasmus.1624

Actually, the way you mention Feline Grace makes me recall that I wrote that list and its adjustments consciously saying that so many of those traits shouldn’t exist. It’d be best if so many of them were just deleted and replaced with something more play-style defining than “I’m invincible for longer,” and then active endurance generation would just be placed into certain skills that players would actually be able to watch for and interrupt or help succeed.