[Suggestion]New Masteries

[Suggestion]New Masteries

in Guild Wars 2 Discussion

Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Actually, there are nealy 70 or so Mastery points that have absolutly no use.
There are no Masteries left or, in case of new maps within LS, there will be a new Masery, that cost a few points to skill but, it doeen’t reduce the left point really.

So, i came up with an idea, to invest this Mastery points in new, account wide Masterys, that have no connection to LS oder Content but u will be able to reuse them as often as u want.

So, what I want to say is, that there could be introduced new Masteries that work as follow:
- You have to activate the Mastery path as you have to do now with the availabe Masteries and u have to get exp to finish them. Once finished, u are able to invest a Masterypoint (hereby it doesn’t care if its Tyria or Maguuma or new types)
- The special with this new Masterys ist, that u are able to remove the points and use it elsewhere, if you want to. So, if u dont want to skill into 1 Mastery an longer, you can remove the points by easy use of a +/- Button. Or if you want to reskill, you can do the same with it.

Here are some Examples what i mean:
New Mastery: Star-Chef: All Buffood has increased duration by 5% per Mastery point
—> You are allowed to invest a maximum of 10 Mastery points in this. So, you activate the Mastery, get the exp and if full, you can invest the point. Then you can go on training and if u hit the next finish, you are able to invest 2/10 points in total for a 10% increased duration for food. So, there is part of a longer time goal for the Masteries.

A second Mastery could be:
Insert cool name here: Buffood you use has increased effectiveness.
—> Same here, in max, 50%, 10 Points for 5% each. Normal Food like 100/70 would result in 150/135 stat bonus and food like toxic crystals with +100/10% would result in +150/15%.

So, this can be all kind of passive Masterys. They should not be OP in the Game Modes but will give a nice bonus to what you already have.

I also tried something like: 1…10% increaed crit-chance or crit-dmg or 1…10% increased physical/condition dmg but this would at least give a too high adventage for some things and would require to skill into this Masterys (e.g. Raids).
But at least, it could be an option and maybe its not tooooo OP.

All this extra Mastery benefits are not active while in PvP^^

So, there has to be more Masteries than points availabe, so that you have to calculate, in what kind do you want to invest. Or there can be 5 such Masteries and each tier would require more than 1 Masterypoint, e.g. 3 or 4 for a total of 15 – 20 to get the whole benefit.

I think, it would be a nice addition to the actual mastery system. It would be acc.-bound, so this is a little tricky, cause different chars use different effencts in case of dmg-modifiers but….I think there can be much more other options beside dmg-modifiers.

[Suggestion]New Masteries

in Guild Wars 2 Discussion

Posted by: sevenDEADLY.5281

sevenDEADLY.5281

There are supposed to be more mastery points then masteries. You’re not supposed to be forced to complete 100% of the game to get full masteries. I have 100% mastery completion with many left over mastery points as well, but for you to seriously suggest that the more casual playerbase (which is a huge % of the playerbase) be forced to complete every single mastery point in order to complete full mastery is a shortsighted idea. Motivation to work towards masteries would plummet and the only thing it would accomplish is driving away players who would view the task as impossible.

[Suggestion]New Masteries

in Guild Wars 2 Discussion

Posted by: Tanner Blackfeather.6509

Tanner Blackfeather.6509

Good design of point-spend system comes down to two fundamental variations:
a) More points than options to spend them on – a large portion of users are expected to have everything.
b) More options than points (preferable much more) – everyone’s expected to pick their own mix, and it’s obvious no one will get everything.

Going for (a) but not supplying enough of a surplus will lead to frustration as players’ expectations are to get everything but are unable to if one source is unavailable/unreachable.
Going for (b) but supplying enough points to actually get everything will lead to the same frustration as people will always try to get as much as possible.
Going for (a) but having a too large surplus creates a different frustration, in diminshing the feeling of reward or achievement, or making the points themselves feel redundant.
A system with equal amounts of points and options is pretty much guaranteed to create frustration from several different perspectives.

The Mastery system is clearly meant to be option (a). Some feel they had a too small surplus at launch and are fixing that now; others feel launch was good and the surplus is now getting too big. Likely not possible to reconcile, personally I feel it’s safer to go with larger surplus.