Skill Tree Progressions/Better ARPG Elements

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: LazerOfDensity.7896

LazerOfDensity.7896

4 main attributes that are invested throughout the tree
Strength

  • Increases base health
  • Increases melee damage
    Intelligence
  • Decreases cooldown
  • Increases spell damage
    Dexterity
  • Increases base endurance
  • Increases ranged damage
    Wisdom
  • Increases healing power
  • Increases summon damage

    4 secondary attributes that are invested throughout the tree
    Accuracy
  • Increases breakbar damage. Rolls against a natural block or dodge.
    Reflex
  • Increases a player centered movement/knockdown/stun condition breakbar
    Willpower
  • Increases a player centered mind affecting/curse breakbar
    Fortitude
  • Increases a player centered damaging condition breakbar

    Resistances to Damages as
  • Physical resistance (% armor conversion)
  • Fire resistance
  • Cold resistance
  • Lightning resistance
  • Poison resistance

    Damage types spread across different types
  • Physical
  • Fire
  • Lightning
  • Cold

    Condition damage spread out among different damage values.
  • Bleeding
  • Burning
  • Poison

    Nodes on the skill tree can include
  • Skills are located along skilltree paths.
  • Weapon skills are also located along skilltree paths.
  • Empty skill slots: An empty skill slot lets a profession equip an off profession in the form of a skill tomb.
  • Empty rune slots: This type of slot equips a rune of any type.
  • Weapon skills would be a bit more general, weapon skills would be able to be used by multiple weapon types.
  • Some skills and spells could utilise endurance as a mana system.
  • All skill types, including empty skill slots, have 3 adjacent sigil slots to modify that specific skill. More sigils could modify skills in different ways.
  • Trigger sigils could be introduced.
  • Specializations are converted into nodes and spread out into different node clusters.
  • Elite specializations are located on the far edges of the tree, 1 path to enter the elite nodes.
  • Attribute bonuses comprise the skill tree highways.
  • Every profession has a separate skilltree.
  • Using off professional equipment of skills requires a stat check. A strong mage could wear heavy armor, and an intelligent warrior could learn a spell.
  • Tags on skills and weapon skills show what bonus types will enhance them

    One or more bonuses available per tree nodes
  • primary attributes
  • secondary attributes
  • % armor
  • % health
  • % endurance
  • % natural block chance
  • % natural dodge chance
  • % movement speed
  • % physical damage
  • % melee damage
  • % spell damage
  • % ranged damage
  • % summon damage
  • % fire damage
  • % cold damage
  • % lightning damage
  • % elemental damage
  • % area of effect
  • % area damage
  • % poison damage
  • % burning damage
  • % bleeding damage
  • % chance for fire inflict burning
  • % chance for cold to inflict chilled
  • % chance for lightning to inflict shock
  • % crit chance increase
  • % crit damage multiplier increase
  • % attack speed increase
  • % cast speed increase
  • % damage type leech
  • Profession skill type specific upgrades
    * Ex: % Increase curse strength
    * Ex: % increase shout strength
    * Ex: increased primordial summon count
    * Ex: % increased animal companion health
  • Weapon specific damage/crit/crit multi
    * Ex: % increases sword bleed chance on hit
    * Ex: % stun chance with staves
  • % skill duration
  • % boon duration
  • % condition duration
  • % fire resistance
  • % cold resistance
  • % lightning resistance
  • % poison resistance
  • % elemental resistance
  • % summon resistance type
  • Etc (any specific combinations I forgot)

    Game changer nodes
    * A strong passive paired with a strong disadvantage

    Specking throughout the tree requires 1 hero point to unlock a node. As a result, every level up gives only 1 hero point up to level 80. Hero challenges also reward 1 hero point. This would be a strict limit, but any added hero challenges, or quest rewards that permit hero points would effectively increase the level cap.
    Currency rewards after leveling past 80.

    Equipment can roll with 2 affixes that draw from the bonus pool, and rare, unique, legendary, etc can have the arpg standard epic loot that has a “wall of text” of bonuses. Also, upgrade slots could vary between equipment, as upgrade slots are provided on the profession progression trees.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: Ayrilana.1396

Ayrilana.1396

Adds too much complexity, would take too many resources to overhaul essentially the whole system, and I’m sure it’d be a balancing nightmare.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: nosleepdemon.1368

nosleepdemon.1368

You forgot to answer the most important question OP: Why?

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

I prefer they’d retain the present system and balance dmg with the help of some experienced people with a lot of theorycrafting experience.

The stats are not the problem , nor is the system as it is now. The builds and most utilities are fine as is.

Big gamechangers are runes, foods and sigils. and synergies avaialble for maybe 1 true build per class…

The probelm lies in builds doing 40 k dmg while all other build options do 25k or builds doing 25k dps and boons while the other builds do either less DPS , less boons or both.

The fact Meta in builds singles out 1 build with no builds being comparable makes for a very uninspiring build mechanic even though a lot more variety is avaiable….

Both new stat combinations could loosen this up, more balanced skills & dmg and a wider need/neccesity to expand on the uses of meta.

Also the return to the old school builds systems would reduce the games uniqueness.

A lot of the things you mention can be “trained” and “geared” already

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

1/2 My comment in your list in Italics

4 main attributes that are invested throughout the tree
Strength

  • Increases base health
    vitality
  • Increases melee damage
    power
    Intelligence
  • Decreases cooldown
    traits
  • Increases spell damage
    power
    Dexterity
  • Increases base endurance
    standard, increased by vigor
  • Increases ranged damage
    power
    Wisdom
  • Increases healing power
    healing
  • Increases summon damage
    power

    4 secondary attributes that are invested throughout the tree
    Accuracy
  • Increases breakbar damage. Rolls against a natural block or dodge.
    precision
    Reflex
  • Increases a player centered movement/knockdown/stun condition breakbar
    -dodge mechanic_
    Willpower
  • Increases a player centered mind affecting/curse breakbar
    dodge mechanic
    Fortitude
  • Increases a player centered damaging condition breakbar
    dodge mechanic

Seems strange to change the complete core of a game. changing this might also require a rename to World of Guild Legends XIV. This said please check attributes

Resistances to Damages as

  • Physical resistance (% armor conversion)
  • Fire resistance
  • Cold resistance
  • Lightning resistance
  • Poison resistance

Condition based dmg can be reduced or mitigated or cleansed. Through traits, food, runes or sigils

Damage types spread across different types
<snip>
Damage types are only used at present for death animations

Condition damage spread out among different damage values.

  • Bleeding
  • Burning
  • Poison
    Well we have torment, confusion, fear as well…

Nodes on the skill tree can include

  • Skills are located along skilltree paths.
  • Weapon skills are also located along skilltree paths.
  • Empty skill slots: An empty skill slot lets a profession equip an off profession in the form of a skill tomb.
  • Empty rune slots: This type of slot equips a rune of any type.
    already in place in the present trait system and armor system
  • Weapon skills would be a bit more general, weapon skills would be able to be used by multiple weapon types.
    I’d prefer having all classes have tehir own skills. We have only 10 slots at present time.
  • Some skills and spells could utilise endurance as a mana system.
    See: Revenant
  • All skill types, including empty skill slots, have 3 adjacent sigil slots to modify that specific skill. More sigils could modify skills in different ways.
    _ enough options already with2 weapon sets and 4 total possible sigils_
  • Trigger sigils could be introduced.
    on crit sigils and on swap sigils , on stun sigils exist
  • Specializations are converted into nodes and spread out into different node clusters.
  • Elite specializations are located on the far edges of the tree, 1 path to enter the elite nodes.
  • Attribute bonuses comprise the skill tree highways.
  • Every profession has a separate skilltree.
    We had a slightly more complex mechanism for traits before and ppl found it incomprehensible, even now most ppl cannot think of a synergetic build and need to default to Meta sites for basic solutions.
23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

[2/2]

  • Using off professional equipment of skills requires a stat check. A strong mage could wear heavy armor, and an intelligent warrior could learn a spell.
    No please no… If you want to play a heavy caster role a guard, if you want a light one role ele, if you want a medium one, either go druid or go engineer, even though it doesn’t feel as magical using alchemy instead of magics.
  • Tags on skills and weapon skills show what bonus types will enhance them
    _ well power enhances dmg, precision crits, ferocity improved dmg on crits, condition dmg conditiondmg, and expertise condition duration. know these 5 and you can figure out the use on all skills ingame._

    One or more bonuses available per tree nodes
    WHY?
  • primary attributes
  • secondary attributes
  • % armor
  • % health
    ^Gear based (Weapons, Armor,Trinkets)
  • % endurance
  • % natural block chance
  • % natural dodge chance
    ^Endurance regen/vigor
  • % movement speed
    ^trait/ultility/(de-) buff (Swiftness, superspeed, chill, cripple, immo)
  • % physical damage
  • % melee damage
  • % spell damage
  • % ranged damage
  • % summon damage
    ^power
  • % fire damage
  • % cold damage
  • % lightning damage
  • % elemental damage
    ^Cosmetic Only
  • % poison damage
  • % burning damage
  • % bleeding damage
    ^Condition dmg
  • % area of effect
  • % area damage
    ^skill based
  • % chance for fire inflict burning
  • % chance for cold to inflict chilled
  • % chance for lightning to inflict shock
  • % crit chance increase
  • % crit damage multiplier increase
    ^precision
  • % attack speed increase
  • % cast speed increase
    ^trait based, quickness, alacrity
  • % damage type leech
    ^power and healing
  • Profession skill type specific upgrades
    * Ex: % Increase curse strength
    curses? unknown ingame debuffs all scale from condi dmg
    * Ex: % increase shout strength
    ^shout is a skill type, dmg is power, heals healing, condityions condi dmg
    * Ex: increased primordial summon count
    see minionskills, in gw1 you could have 15+ minions following you. if we do this ine gw2 a map full of necro’s would crash the server
    * Ex: % increased animal companion health
    _utility and trait based
  • Weapon specific damage/crit/crit multi
    * Ex: % increases sword bleed chance on hit
    * Ex: % stun chance with staves
    ^crits (precision) and skill based_
  • % skill duration
    ^traits
  • % boon duration
    concentration stat
  • % condition duration
    expertise stat
  • % fire resistance
  • % cold resistance
  • % lightning resistance
  • % poison resistance
  • % elemental resistance
    condi mdg-> cleanses, condiduraton reduction_
  • % summon resistance type
    dmg-> toughness, condi mdg-> cleanses, condiduraton reduction
  • Etc (any specific combinations I forgot)
    See above

    Game changer nodes
    * A strong passive paired with a strong disadvantage
    ^elite skill

    Specking throughout the tree requires 1 hero point to unlock a node. As a result, every level up gives only 1 hero point up to level 80. Hero challenges also reward 1 hero point. This would be a strict limit, but any added hero challenges, or quest rewards that permit hero points would effectively increase the level cap.
    Currency rewards after leveling past 80.
    no progression, heropoints, masteries, mastery points

    Equipment can roll with 2 affixes that draw from the bonus pool, and rare, unique, legendary, etc can have the arpg standard epic loot that has a “wall of text” of bonuses. Also, upgrade slots could vary between equipment, as upgrade slots are provided on the profession progression trees.
    stat combinations, more will follow
23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: LazerOfDensity.7896

LazerOfDensity.7896

You forgot to answer the most important question OP: Why?

I play alot of ARPG’s, you can always play a class in multiple ways. In terms of an ARPG, this game shares a lot of synergies with D3, as in a character can change on a dime which is very uninteresting to me.

If you look at a game like Path of Exile, there are hundreds of ways to roll a character and only increases with every expansion. I would like to see this kind of design in GW2.

Maybe not in this game, but GW3 could really expand on build depth.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Referring to the 2 previous posts, we cover everything in the present system, it is just a bit further waway from the systems you used before I guess..

It feels a lot like old paper D&D, or other tabletops

It is too complex and way to different to ever get a chance of implementing. and if it did it would be detrimental to the playerbase, effectively rewriting everything and invalidating everything, so the whole playerbase should restart.

SO My best guess/suggestion wouldbe: You send this list to a developer and suggest they make a game on your proposal instead of destroying this one.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: LazerOfDensity.7896

LazerOfDensity.7896

snip

This was my attempt at a quick redesign to help my point.
In place of toughness, vitality, power, condition damage, etc., the examples I chose would be the examples chose, strength, intelligence, etc. .
More specific focusing would be done in the progression tree and preferred gear rolls.

This is highly unlikely to actually happen, but the current game is way to lacking as an ARPG. Playing through as a warrior to 80, and currently leveling out a ranger and guardian, I just kinda got burned out on the game.

Skill Tree Progressions/Better ARPG Elements

in Guild Wars 2 Discussion

Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

ARPG is not about stats and customizablilty, it’s about a combat system
The uniqueness of gw2 lies in it’s simplicity, not in an even more complex and indepth system

You split up the system to primary and secondary effects. It has already been done. just unequip all your gear on a level 80, you’ll see you have 0 points in all attributes, except for the primaries.

Primary are power,precision, toughness and vitality
Secondary are condition dmg, healing, ferocity, expertise, concentration

Base Combat damage, critical chance, and defense in armor as well as the healthpool are primary based.
Secondary are Condition Damage, Heal boosts, Cirtical dmg modifiers, Condition duaration and boon duration.
Fixed is the base endurance gain for dodges

All other modifier you mention are covered in variables like:
runes, sigils, food, utility, traits, utility skills, combofields, boosters, potions and more.

The system is already very flexible…

If you want a build np, if you want to check if you can do it on 1 set, if not get a second. armors and gear is not that expensive.

There is a reason I have 22 characters now. I had 22 builds, nowadays I have 26 or 27. for 9 classes. This should show I have 3-4 builds on most classes I play. The inflexibility of the present gear system could be a problem, but it’s the main thing this game revolves around, and it’s solution lies in re-stat-ing your gear.

We’ll see if the new expansion will bring new stats and a shift in meta, or if new Masteries make the changing of builds more flexible….

I choose builds in the 1st year adn I’m still perfecting them further. New secondary weaponsets, new builds, new goals…

I actually have 3 characters playing staff ele. They have 5 builds… from Glass DPS, to DPS/Healer, to Healer, to Bunker/Healer to a Versatile Build… 2 of these characters have seondary options for weapons, and I have a 4th using a dfferents et for conditions. None of the trait setups are the same.h

If a new stat would be introduced I might couple Heal Conditions.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)