Incentivizing Build Diversity
“Play what you want, the way you want!”
This has always been Guild Wars 2 motto. And yes, that has been the truth since launch. This does not mean that there’s no trinity nor that everyone should be able to do everything at once. This is an awesome concept: Wanna play a Ranger? Do it. Don’t like ranged combat and still wanna play a Ranger? Grab a greatsword and have fun. Wanna deal high damage with a Ranger? You can do it, just get the right traits and equipments. Wanna soak up some damage but don’t wanna give up the Ranger? You can do it. Wanna support your team and you really can’t get enough of Ranger? Well, you have numerous ways to do it.
That is, at least in my opinion, the way ArenaNet wanted the game to be. Unfortunely that is only half true. As of the current state of the game you are given to much without sacrificing nearly anything. That cripples build diversity and actually endorses the berserker meta, since you can go full dps without having to worry too much about everything else. Solving this is really about finding the right balance between the strength of your base attributes and your overall efficiency while unspecialized vs. your efficiency while fully geared and built to a defined role (be it a soft one or a hard defined one). So these are my suggestions on what could be done to address some of those issues.
Healing power and Scaling
Every profession can heal themselves and their teammates, each one with its particular flavor and fashion. While a necro can share his vampiric characteristics with their allies a guardian would breathe healing flames onto their fellow mates. The problem is that healing is so powerful in this game that it becomes trivial. Your heal with be just as powerful whether you’ve built towards healing power or not. The scaling of this attribute is laughable and since is not something that will impact you in any way it becomes irrelevant. This is what I would suggest:
- Reduce all base healing currently in the game (including those coming from water fields) by anywhere between 35%-50%
- Increase the scaling factor of each skill to an amount between 0.5 – 4.0
Prayer to Dwayna, a human racial heal skill, currently heals for 6,520 with a scaling factor of 0.85 off of Healing Power. In full Cleric’s exotic equipment you have a total of 1138 HP (excluding runes, sigils, food or traits) resulting in roughly a 15% increase in the healing output ( 7,487 ). It doesn’t feel rewarding to spec into Healing Power since the difference is not that great and the base healing is already really good.
To illustrate my suggestion lets take the same skill and tweak it accordingly.
Prayer to Dwayna now heals for 4,300 (34% less efficiency) and has a scaling factor of 3.25. In the same Cleric’s gear, you would now heal for 7,998 (an 86% increase). Now suddenly makes a huge difference to have built for healing power, and you as a player feel rewarded for investing in it.
There is still no dedicated healer. Every profession can still heal…. if you spec for it.
Revisiting the Combat System
As it is now, the combat system relies a lot in active defenses such as dodges, skillful use of blocks, invuls and so on. That is not a bad design, but this should be a matter of timing and skill and the constant flood of this mechanics invalidate any other types of mitigation in combat. ArenaNet should try and avoid giving so much access to these types of mechanics so combat can feel more varied. At some point the combat should be so challenging and engaging that it would exhaust your active defenses so the other types of defense (healing and toughness) can have a place. Mobs should have some sort of weakness as well as strengths so that we could explore them and take advantage of it. Right now every mob is especially vulnerable to direct damage and THAT is why the Zerker Meta lives. As soon as we get more types of vulnerabilities on mobs we’ll see actual variety in builds and reasoning in building towards something.
Fortitude, a New Stat
“You don’t mitigate conditions, you outlive them!”
That is not entirely truth. We should have a more direct way of dealing with conditions other than cleansing and high vitality. My suggestion is the inclusion of a new stat, similar to Ferocity: Fortitude. At level 80, each 27 points of Fortitude represents a 1% reduction of incoming condition damage. I think that this could address some concerns about the recent changes with conditions, but of course in PvE that would mean that mobs should apply a lot more conditions for this to be even considered using (tying to the previous topic).
TL;DR;
- Less base healing; Increased healing power scaling
- Combat being more engaging in order to exhaust active defenses opening up a place for healing and toughness.
- Mobs being less vulnerable to direct damage and more susceptible to other forms of damage.
Well, these are my suggestions and what I think could improve the game for us!
Let me know what you guys think.