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.
Time is a river.
The door is ajar.