[Suggestion] Helping Build Variety

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Bear in mind, there are other things that would need to be done alongside these suggestions in order to encourage players to explore other build types. Another thing to take into consideration, any numbers suggested are merely examples, and should be taken as such.

1. Allow Players the Ability to Insert Stats and Upgrades into their Armour and Weapons.


Kind of like the functionality Legendary weapons have. However, players can choose which stats to unlock. In addition to this, Legendary weapons would automatically unlock the Sigil changing ability.

In the interests of not forcing players into a particular game mode, the game would have a variety of ways to do this:

  • OWPvE – Craft to 400 for Exotic, and 500 for Ascended, and then using Discovery, combine the piece of equipment, one of the relevant upgrade components (Sigil, Rune, Inscription, Insignia) and 2 other items (say, 10 Thermocatalytic Reagent and a Greater Rune of Holding) They aren’t serious suggestions for items, just something I pulled out of my backside. In addition to this, special crafting stations would be hidden in the world, each of which has a specific set of stats and upgrades attached to it.
  • Dungeons – Can unlock a stat combination for 60 of each dungeons’ token (so 60 AC + 60 CM etc etc, making it one path of every dungeon), while Upgrades cost 20. This is available after completing the Dungeon Master achievement.
  • Fractals – When Fractal Instabilities start, every Boss Fractal would have a hidden boss. These hidden bosses drop Spectral Essence, which can be traded in to unlock an Upgrade, or trade in 2 for a stat combo unlock. However, a player can only get
  • WvW – After Rank 120, players can unlock a stat combo every 10 ranks, and a Sigil every 5 levels.

Why the high requirements? It’s to basically stop players simply taking the path of least resistance, while adding some form of progression to the mode they enjoy.

2. Add Skill Modifiers


Skill modifiers are basically modifications to a skill. For example:

  • Brute Force – In exchange for any condition, healing, boon or control effect the skill applies, this skill does 20% more damage.
  • Cruelty – In exchange for 5% damage of this skill, any conditions applied by this skill have their durations and damage increased by 5%.
  • Hope – In exchange for 10% of the damage of this skill, any healing done by this skill is increased by 20%, and any boons applied have their duration increased by 20%
  • Subjugation – In exchange for 50% of the damage of this skill, all control effects have their durations increased by 100%.
  • Greater AoE – In exchange for 10% of the skills damage, this skills radius is increased by 10%.
  • Focused AoE – in exchange for 10% of the skills radius, this skill does 10% more damage.

How does this help? Someone who whats to do pure damage can sacrifice any other things they apply, leaving other players to specialise in these areas. For condition players, that means that their conditions aren’t being over-written by other players, for control-oriented people, Defiant isn’t being triggered, and so on.

3. Rework Defiant


With skill modifiers, Defiant would be less likely to be triggered. As such, Defiant wouldn’t need as much as a rework, since a) it could be triggered on demand by an organised group without the group being required to remove stacks of Defiant and b) those control-oriented players are more likely to increase the duration of their CC, thus making it less worthless to apply CC.

As such, Defiant could be reworked as:

  • Defiant stacks build up. Every stack reduces the duration of the CC by 1 second. At, say, 5 stacks, the target becomes Enraged, and gains Stability, Might, Fury and Bonus Toughness for, say, 20 seconds.
  • Defiant stacks don’t build up if the target gets interrupted.
  • Defiant stacks decay at a rate of 1 stack every, say, 20 seconds.

Why do I feel this would be engaging for Control-players?

  • Control players are rewarded more by using their CC to interrupt, rather than simply spamming it.
  • Control players will need to manage stacks of Defiant for themselves and their team to be effective.
Life is a journey.
Time is a river.
The door is ajar.

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

4. Rework Conditions


While it isn’t as much of a problem in organised groups (i.e. taking one person that does condition damage), in the open world, condition damage on large bosses is useless, because of the amount of people applying it.

My understanding is that they can’t uncap conditions because of data transference and conditions being calculated at such a fast rate because of other conditions (Might, who’s applying them ect).

While I feel skill modification can help a little (since conditions aren’t being over-written by those who want to do pure damage), it still doesn’t help when you have, say, 10 people wanting to do CD.

One suggestion could be introducing a few new conditions, tied to existing conditions, that deals damage based on the average condition damage of all those who applied the condition over, say , 5 seconds (with the duration re-settable), and resets the stacks. For example:

  • Bleeding at 25 stacks > Hypovolemic Shock
  • Torment at 25 stacks > Trauma
  • Poison at 9 stacks > Venom
  • Burning at 9 stacks > Scorched
  • Confusion at 25 stacks > Befuddlement

What is the advantage of this? These new conditions would fire off, while the server wouldn’t need to continuously calculate based on changing conditions. It also means that conditioners would benefit more from making sure that their CD is maintained as high as possible.

This wouldn’t be applied to WvW or SPvP, since it seems that conditions are OP in them areas of the game.

Life is a journey.
Time is a river.
The door is ajar.

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: daros.3407

daros.3407

As long as there is zerker armor in game there will never be build variety. They can nerf it a little if they want, they cant make conditions and support stronger too, but people will always use full zerker becouse it is fastest and easiest in PVE. Becouse the best tactic is kill as fast as you can. There is no need for control if you can kill everything in few seconds. There is no need for healer and support gear becouse of same reason + in full zerker anyone can heal and support as well as in support gear. And as long as there is condition cap, condition builds are useless. Anything then removing cap will hardly change it becouse even full zerk group have no problem to just passively full stack any condition. Even if devs dont want to admit it and in their live streams they try to encourage people to use condition and support builds it can never help as long as we can smash anything in few seconds.
I remember when Lupicus was considered hard pug destroyer. Today it is just half minute stop for those less experienced….

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

@daros

1. Read the first sentence. I never claimed that these suggestions alone would encourage build diversity. Things like encounter mechanics need to be more emphasised and need to utilise other aspects and mechanics of combat, for example.

2. You can have build diversity, even if the only gear you use is zerker. For example, two players play a Warrior. If one person focuses on CC and another focuses on Offensive Support, even if they both use zerker, they’re still going to have two different builds in terms of weapons, utilities, traits, runes and sigils.

Life is a journey.
Time is a river.
The door is ajar.

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: daros.3407

daros.3407

@daros

1. Read the first sentence. I never claimed that these suggestions alone would encourage build diversity. Things like encounter mechanics need to be more emphasised and need to utilise other aspects and mechanics of combat, for example.

2. You can have build diversity, even if the only gear you use is zerker. For example, two players play a Warrior. If one person focuses on CC and another focuses on Offensive Support, even if they both use zerker, they’re still going to have two different builds in terms of weapons, utilities, traits, runes and sigils.

Yes i know what you said but i just wanted to add that games biggest problem is zerker gear.
And no warrior would ever focus on CC instead of offense. Becouse that CC would cost him DPS. Even in full zerker. And as long as top DPS is only thing that matters no one will focus on anything else. Even if they would change Defiant your way or any other to encourage people to focus on it. Most recent reaction of players would something like ,,For what? Why should i focus on CC if i can still focus on DPS and kill every boss in few seconds? Or why should i focus on CC if any boss dies in few seconds anyway?"

[Suggestion] Helping Build Variety

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

@daros

1. Read the first sentence. I never claimed that these suggestions alone would encourage build diversity. Things like encounter mechanics need to be more emphasised and need to utilise other aspects and mechanics of combat, for example.

2. You can have build diversity, even if the only gear you use is zerker. For example, two players play a Warrior. If one person focuses on CC and another focuses on Offensive Support, even if they both use zerker, they’re still going to have two different builds in terms of weapons, utilities, traits, runes and sigils.

Yes i know what you said but i just wanted to add that games biggest problem is zerker gear.
And no warrior would ever focus on CC instead of offense. Becouse that CC would cost him DPS. Even in full zerker. And as long as top DPS is only thing that matters no one will focus on anything else. Even if they would change Defiant your way or any other to encourage people to focus on it. Most recent reaction of players would something like ,,For what? Why should i focus on CC if i can still focus on DPS and kill every boss in few seconds? Or why should i focus on CC if any boss dies in few seconds anyway?"

Which is why I said these suggestions are not a final solution, rather they’re suggestions which, alongside other things (such as encounter mechanics, and how world events scale) would get players to look at the tools at hand.

There isn’t inherently wrong with players using just zerk gear. The real issue lies with that encounter mechanics can, for the most part, be completely ignored simply by going sheer damage.

Look at the Lover’s in AC Story Mode. The actual mechanic, if made more prominent, would require positioning and a large amount of control. However, the mechanic can be largely ignored simply by going sheer damage.

Life is a journey.
Time is a river.
The door is ajar.