Suggestion - PvE Balance & Diversity

Suggestion - PvE Balance & Diversity

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Posted by: sMihaly.1492

sMihaly.1492

Hey!
First of all, this is not a nerf-zerker-pls thread!
I know that DPS is the only logical thing to pick in dungeons, and most of the people like to run at maximal efficiency, so do I. Tho I’d still like to see more fun, diversity, challenge, or whatever you call it.

In my opinion,

  • DPS skills should be rebalanced, so single target skills deal WAAAY more dmg than AoE skills, so e.g. 5 backstab thiefs can take down enemies one-by-one, or all 5 focus on one to kill it in a second then hide and kill the next. Or Pick 5 DPS eles with arcane skills, they could spike one enemy and damage the rest at the same time, then kite around and take them down one-by-one.
  • Ranged and melee dmg should be rebalanced, so every ranged skill should deal more dmg the closer the enemy is. So Ranged AoE < Melee AoE <(=?) Ranged Single Target < Melee single target. Risk ~ Reward

Thing that ANet has to do:

  • Rebalance dmg of skills.
  • Improve AI, but make fighting clever AI more rewarding – increase thrash mobs loot quality, mabye we won’t skip them.
  • Reduce overall enemy health pools. Players use dps gear (risking their survival) to actually kill enemies, not to die by boredom. I swung my sword – enemy hp didn’t change at all – I swung it again! – still nothing.

Discuss!

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Posted by: Dalanor.5387

Dalanor.5387

tl;dr
You want more damage on your PVT character while ranging?

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Posted by: sMihaly.1492

sMihaly.1492

wat
/15 characters

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Posted by: rincewind.9528

rincewind.9528

The ranged attack idea is pretty bad honestly. The result will be all playing as melee.

If you want to change that much, just go with the trinity.
Tank, Healer and DPS. And make dungeons with mechanics based in the trinity.
And Raids based in the trinity.

At least the Tank and Healer will have more preassure.

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Posted by: sMihaly.1492

sMihaly.1492

The ranged attack idea is pretty bad honestly. The result will be all playing as melee.

If you want to change that much, just go with the trinity.
Tank, Healer and DPS. And make dungeons with mechanics based in the trinity.
And Raids based in the trinity.

At least the Tank and Healer will have more preassure.

Well, you might be right. But the ideal balance should be a fair dmg at ranged, and as the enemies get closer you get increased dmg compared to the “normal”.
But melee range isn’t safe, except for the duration of endure pain. Ranged character will have to keep the distance, melee ones will have to be more careful.
Stacking is fun for one FGS rush, but exploits get boring after a time…

tl;dr
You want more damage on your PVT character while ranging?

No, i’m not bearbow, but this would be certainly good for them too. I main a zerker ele.

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Posted by: Azhure.1857

Azhure.1857

  • DPS skills should be rebalanced, so single target skills deal WAAAY more dmg than AoE skills, so e.g. 5 backstab thiefs can take down enemies one-by-one, or all 5 focus on one to kill it in a second then hide and kill the next. Or Pick 5 DPS eles with arcane skills, they could spike one enemy and damage the rest at the same time, then kite around and take them down one-by-one.

I could take that upgrade if enemy NPCs got an equally large damage increase in AoE dmg. World Boss: “You want to zerg me down faster? Okay. Eat my AoE, kittens.”
However if you increased single target skills damage… spiking in WvW/PvP would be even worse than it is now. Imagine the rage in that.

EDIT: Realized after posting that you deliberately titled it ‘PvE Balance and Diversity’. I would hate for us to fall deeper down that hole. The one where PvP and PvE are no longer compatible and you can’t just hop from one to the next without fear that your build isn’t what is should be.

Isle of Janthir Megaserver

(edited by Azhure.1857)

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Posted by: rincewind.9528

rincewind.9528

What’s the point of having a gun or an bow if you need to walk to the enemy to get full damage? With that perspective just grab a melee weapon and do full damage always.

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Posted by: Dalanor.5387

Dalanor.5387

But melee range isn’t safe, except for the duration of endure pain.

I smell some learn to play issue. You don’t need invulnerability to melee safely, thats why you have support and control amongst your party members.

No, i’m not bearbow, but this would be certainly good for them too. I main a zerker ele.

So being the best damaging class (including ranging with staff) is not enough?

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Posted by: Rouven.7409

Rouven.7409

I read it a few times now, and maybe my mind wanders off all the time … but exactly what are these ideas supposed to accomplish?

So, let’s take the ranger longbow skill #1 – “does more damage the farther away your target is”.

Well, to some degree this makes sense, right? Because archers might use their bow as a sort of club once the enemy is right in front of them but they usually would not try to notch another arrow.

The other question would be, is this supposed to be a dungeon only idea?

“Whose Kitten is this?” – “It’s a Charr baby.”
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”