Your predictions for pre expac patch?

Your predictions for pre expac patch?

in Guild Wars 2 Discussion

Posted by: Aldath.1275

Aldath.1275

I am wondering… Last Pre Expac Patch brought us the Trait overhaul and other interesting changes.

I am wondering… What do you think Anet might change or do before the next expansion hits the ground?

I am expecting a Mastery System overhaul and Overall review of some of the unused/weird stats (Condition Damage, Healing Power, Toughness, etc.), or at least an overhaul of the AI system of pets and turrets.

Your predictions for pre expac patch?

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

I hope for a complete Condition & Boon System overhaul, like they changed conditions also briefly before they brought HoT.

Conditions and Boons and their Effect Spam that comes together with these two Systems is a problem for GW2 since Game Release Day.
anet continuedcto increase over the years constantly only the amount of conditions and boons that we have in the game, without thinking over it for a single second, what kind of a game balance consequence this means, if you keep on implementing permanently only more and more new boons and conditions.

The game has reached already 2 years ago at the point when they added HoT the line, where they should have completely reworked the Boon and Condition System and still all what Anet did with Hot was again just adding more new Boons and Conditions and puttign more oil into the Effect Spam Fire that makes balancing classes and their Elite Specs thast will increase more and more in the future now also too, just more complex and complicated, than neccessary.

OS the easist way to work against this issue, which is long overdue is to completely rework and redesign the whole Condition and Boon System.

Remove unneccessary Boons and Conditions, that can be easily reworked into Trait and Skill Effects.

Merge Boons and Conditions together that fit good together, to make the new boon/condtion that comes out of that merge more impactful for the Combat System and useful for the Class that can use it.

Change the way how Boons and Conditions work in the game together with Condition removal and Boon Removal, so that players need much lesser to spam these effects no stop, just to ensure, that the effects are there, when needed.
In other games are boon and conditions much logner lasting, but their removals are also alot more difficult or specific and the recharge times therefor also significantly longer, so that the spam frequency of these effects automatically is much lower and people start to use these things much more strategetically, because they now, if they use these effects at the wrong moment, then they could be quickly cleared and both sides woudl have to wait for a longer time, until they can use these effects again..

Anet should remove the Resistance Boon and implement instead a Resistance System that is part of player progression/buildingg so that skills, traits equipment of your charaster build can all have effects on “Resistances” against somethign specific.

For example as a Thief you could have under your traits such resistances, that improve your effectiveness agaisnt Poison, Confusion and Torment. so that when you build up your Poison Resistance for example with this Trait Effect, that if you get affected by Posion, this resitance will then automaticalyl reduce for you the effectiveness of Poison on you.

Say you have 50% Poison Resistance, then will Poison deal 50% lesser damage on you and will only last on you half as long than normal.

A Resistance Boon, that instantly blocks all conditinos is overpowered, but a resitance system, that allows players to build their chanracters individually agaisnt specific Conditions, that is BALANCED.

In that case you could fight for example agaisnt a player, which has 100% Poison Resistanc,e then you know that when you fight agaisnt this prson, that using a heavy poison reliant build agaisnt this enemy is pointless and if you try to go agaisnt that player with a poison build, that his build will naturally outplay yours and renders your build ineffective, so that you have to rethink your tactics agaisnt such an resistent enemy, if you still want to win that fight.

Same as much as like players have to rethink their combat tactis in PvE if they fight agaisnt Mordrem husks, which are massively resistent agaisnt physical damage, but weak agaisnt condition damage.

GW1 had multiple kinds of damage types and a resistance system, which allowed players to build up for e specific damage type or to protect themself agaisnt a specific damage type. Somethign like thats needs GW2 again to balance the combat system and its effect spam.

Conditions need to become again a tactical option to manipulate the outcome of a battle, but not the main force with that you simply spam enemies to death like its the case now in GW2 since release day.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Your predictions for pre expac patch?

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

What I would wish myself also is:

The Attribute System of GW2 needs a rework, its too much focused on offensive, and should become refocused with the help of Dual Effects and some new Attributes more to the defensive side, so that offensive and defensive gameplay become again more equal (while others get merged that fit together like Vitality and Healing Power)

There need to be Attributes, which can positively affect for example the chance of being hit by critical hits, or which improve the regeneration speed of endurance, or which reduce the condition damage that you receive by lowering the percentage of how much armor points Conditions do ignore to deal their damage.

Power [Direct Damage+ & Condition Duration+]
Vitality [Rebalanced Health+ (instead of 10 HP/Point now 25HP/Point) & Healing+]
Toughness [Damage Reduction (includes now Condition Duration Reduction) & Break Bar+]
Precision [Critical Hit Rate+ & Critical Damage+] – (No Base Bonus anymore of 50% more Damage on Crits)
Wisdom [Condition Damage+ & Boon Intensity+]
Courage [Boon Duration+ & Received Critical Damage -]
Luck [Endurance Cost – & Skill Recharge Times -]
Agility [Received Critical Rate – & Endurance Regen+] – (Removal of Vigor therefore)

Thats a reworked dual effect attribute system, that would help in equalizing offensive and defensive/supportive gameplay and would assist also in reducing effect spam by helping removing unneccessary boons, in this case vigor, if Anet would just rework with this system the outdated mechanic of Endurance Regeneration fro ma boon mechanic into an attribute mechanics that is from then on part of character build diversity and balancing.

The game would have lesser effect spam, and players woudl be able to affect more directly, how fast their individual charactrs endurance actually regenerates, by having to put up now points into the Agility attribute, if they want to speed up their Endurance Regeneration, instead of stupidly spamming only always Vigor and receiving instantly a +100% boost on the Endurance Regenration., which is in certain situations kind of overpowered to get instantly a boost of 100% more Endurance regeneration, where with an attributed based improvement of Endurance Regeneration it could be balanced much better by letting players have permanently, but much lower increased Endurance Regeneration, insteat of situtation based boon spammed instant +100% that can last in certain class builds also very long to even permanently in certain cases with the right class/builds.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside