In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage
Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.
Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
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~GENERAL~
Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.
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~CONTROL~
Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified
The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.
Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.
My solution to this:
Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.
Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.
Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.
Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.
Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.
Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.
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~DAMAGE~
Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.
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~SUPPORT~
Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.
Some changes made.
Healing Power: (stat)
Effects all sources of healing similar to current system.
Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.
Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.
Support players will be a major part of a group, and helps enhance both damage and control players in the group.
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(continued)