Legendary Ranger, Simon
What are GW2 Flaws and How to Fix?
Legendary Ranger, Simon
Hmm… both 1 and 2 are logical and well-known facts. Can you give me something more than such elementary facts? And please stay on topic. I’m asking for the flaws and the fixes, not your ‘attacks’. Ta da!! =)
Legendary Ranger, Simon
Lack of support in more weapons and setups for other classes is 1. This kinda ties into things like supports roles and condition damage being looked down upon because of how it works in pve are 2 and 3 for me. Its really really really boring that every class basically only really has 1 weapon they are suppose to use. Like all warriors are suppose to be using GS and that is it or engineers are only good if they are using nades.
This kinda ties into support and condition since some weapons were obviously intended for those roles but because of how they end up working in pve and with everyone only wanting berserker armor only one weapon typically shines for each class. The answer isn’t to nerf berserker into oblivion but to make support and condition work better and be desirable.
This would require trait, weapon and condition damage changes. Some things that can be done to condition damage to make it more on par with berserk stats is to change the stat itself. Add a modifier that increases the damage you deal to a target with conditions on them Lets say if you have over 1000 condition damage you deal 20% more physical damage to a target with a condition on them. Lower the damage increase to dots so it doesn’t become OP in long fights. Now change certain abilities on the obvious condition weapons to deal increased physical damage to targets with their select condition on it. Say warrior sword ability three final thrust now deals 1% more damage per bleed stack on a target instead of the 50% below damage increase.
Stuff like this would allow conditions to scale well on large scale fights with lots of people churning out conditions. This would also fix problems like conditions overwriting each other and hurting those gearing for condition damage and allow quicker damage that isn’t dependent on a target living over 15 seconds.
Support roles tend to be tanky or healy roles but they deal less damage and so are considered a hindrance to the group in some cases. This might be a little harder to fix for pve since its more of a player perception issue. But maybe we can sweeten the deal with some slightly better group benefits.
I’ll pick warrior again as an example. Lets say in the defense tree we change the 15 trait point adrenal health into something slightly different. Lets remove the adrenaline dependency on it and change it into a group based regn that scales based on the warriors toughness. Lets say it now regns up to 5 players health within 900 by 3% of the warriors total toughness. Also now change the 25 point tier into giving up to 5 players 10% power based on the warriors total toughness within 1200. Can change the names to sound better like inspiring presence or something
Basically you can change it so the 15 pointer for every class offers a group based survival benefit and the 25 pointer offers the group damage boost. This way every support trait class will have something in common and expected but be able to still control their changeable traits into what they want. Something like this would make it beneficial to have at least 1 support in your party providing boosts.
Basically my 3 main points on what needs to be fixed, more variety and support for players wanting to play how they want to play without feeling like outcasts.