[Suggestion] Game Changing Balance Ideas.
Edit: Stacking buff would obviously have to be named something else if new critical changes is the same name.
(edited by UnitedChaos.8364)
1. Agree with scaling
2. Disagree. Denying new players the chance to run dungeons because some players are jerks is just bad. Dungeons, when designed properly, can be used as a tool to help players improve. Rather than making dungeons only available at cap, normalise the stats and balance the encounters around them stats. Most of the dungeons in the game don’t actually require you to be 80; it’s simply quicker, which is what you’d expect.
3. Another potential solution could be: Make all damaging AoE hit a higher number of players than friendly AoE. If the support AoE can only affect 5 players at once, while the damaging AoE can hit, say, 20, then that increases the effectiveness of AoE and smaller groups against larger groups, and reduces the effectiveness of stacking. It sort of balances the scales a little
4. Another potential solution: Give foes stack-breaking abilities. Maybe they can leap in and scatter players. Maybe they have an AoE that deals damage / increases in effectiveness based on how many people it hits (for example: Despair – Rips one boon off of each player in the area / converts one boon to condition and one more for every player within 300 units of each other). At the same time, have abilities that give an advantage when players are close by (For example: “You’re all alone!” – Fears the target and deals damage. If the target is within 200 units of an ally, the fear is negated and damage is reduced). The reason for this mix and match being it allows for mechanics that require group awareness.
Time is a river.
The door is ajar.
Thoughts about Zergs…
Since GW2 is already limiting buffing to 3-5 with AoE buffs.
Maybe that zergs get debuffed with speed reduction, and any speed increasing buffs will be stripped immedietely when applied, if the number of players exceed certain number within certain range. This could work, but might need additional changes in WvW mechanics…
Since party of 5 can buff themselves up without problems, it would be speed advantage to be in party, or 10, since warrior warhorn “Charge” skill affects 10+caster.
Maybe expanding the current WvW traps, so there’s some traps that can AoE slow large number of people (debuff that can’t be removed, reduces movement speed for x seconds, doesn’t stack by using two or more traps at same spot, instead lasts longer depending the number of players hit by the trap).
I rarely do PvP or Hard PvE, unless it’s organized.
2 suggestions:
Optional downscaling
At any point in time, you can choose to lower the downscale level by up to 5 to give you more challenge and better rewards.
So, for example, let’s say we’re going to an area of Bloodtide Coast which is recommended for level 50 players, and it would downscale you to level 52. You can then opt to lower your level by up to 5 beyond that, downscaling you anywhere between 47 and 52, giving you more challenge and more rewards to meet that challenge.
Gear downscaling
When you’re level 13 or less, the best gear quality you can get is blue.
When you’re level 29, the best gear quality you can get is green.
When you’re level 59, the best gear quality you can get is yellow.
When you’re level 79, the best gear quality you can get is orange.
IMO, when you’re above these levels, accelerate the downscaling a little. Not a lot, not so much that you feel your gear is a waste of time in these zones, but by a little, because the extra stats you get from improved gear does add up over time.
Good thoughts, but I still feel my new NPC condition would be awesome.
Edit
I was running in a champ train zerg today and I was trying to do a little math of how 2% stat increase per stack would affect foes.
Here is a little bit
The forumula:
(n*(n-1))
2*1
Where n is the number of players within range of each other that triggers the boon.
-1 player- 0% increase
-2 players- 2% increase
-3 players- 6% increase
-4 players- 12% increase
-5 players- 20% increase
-6 players- 30% increase
-7 players- 42% increase
-15 players- 210% increase
-35 players-1190% increase
In addition to what I noted above, this could easily remove trains from the game. GW2 said “We’ll be reducing the amount of raw gold that comes out of champion loot bags and events in an effort to keep the economy balanced and spread out player activity a bit” (https://www.guildwars2.com/en/news/say-goodbye-to-armor-repair-costs-and-hello-to-free-trait-resets/).
Sure, they’re going to reduce some of the gold dropped from champs, but is it really going to be enough? If you open a bag now, you get 1-7s easy. In a large zerg each champ killed is adding a lot of gold to the game. Cut in half it’s still adding a large pot of gold back in. I seriously doubt people will stop.
(edited by UnitedChaos.8364)