Looking at recent patches gives me the impression that the balance team does not have a concrete path that they can follow to improve game play from a competitive perspective. Patches seem like a shot in the dark without no clear and definite goal competitive wise. Improvements are simple minded things like number tweaking, “blunt” augmentations like burning on proc, protection on proc, etc. Also, the use of the term “shaving” to me sounds like a developer afraid to do stuff, not necessarily because they don’t want to fix things but they don’t know what principles to follow in fixing stuff. I would like to point out a good principles that Anet can use to rethink their approach to balancing and the game in general.
Balance stuff by Introducing Mechanics, not number tweaking
To showcase this point, consider the case of the Infestor in SC2. Back in SC2: WOL, the infestor was considered to be very strong with regards to the ability “fungal growth”. It was instant cast, range AOE that did big damage to unit clumps. A lot of fixes were put out by the community such as reducing damage, reducing ticks, etc. However I was impressed by how Blizzard adjusted the skill in Heart of the Swarm. They added a “missile element” to the ability. Now it has a missile animation before the skill lands. This in my view is a very good fix because of two reasons.
1. It opens up a window where the player can react:
A player with better awareness and better response time can minimize the damage by microing his units away from the target zone. This way, a player with better awareness, experience and skill set is rewarded.
2. It places a “burden of skill” on the player attacking:
The player using infestors now need to think on their usage of the skill and not haphazardly use it. The better they plan ahead, the better they use the terrain to their advantage, the better reward they have.
In the current state, GW2 is plagued by too much straightforward skills and RNG based mechanics. Most of the “burden of skill” is on the receiving end and little to no execution is required on the player attacking. Mechanics such as Spirits, Marks, Berserker Stance, Block every 5 sec, Fresh air, Infiltrator strike, Cleanse every 10 sec are examples of stuff that have minimal burden of skill on the user and in the case of offensive skills, high burden of skill on the receiver. Notice that almost all of the stuff I mentioned came up in recent patches! This is not good from a competitive standpoint. That is not how you encourage a competitive scene! Taking from what Blizzard did, what is a good way we can fix this mess?
Case and point; skull crack. The skill is too straightforward to use. There is little to no execution and preparation required in using the skill. Very low cooldown and high reward. Suppose if we tweak this as follows
a. If skull crack hits the target at the front, it dazes for n seconds
b. If skull crack hits the target from the back, it stuns for n seconds
You can see here that a degree of execution is now required on the part of the player. If he executes well, he is rewarded with a better result. Not only that, the target, if he is skilled, can identify this execution pattern and mitigate the possible scenario by better positioning.
This approach, in my opinion, defines a game that has depth to it competitive wise. If you study games that have become successful in the e-sports scene, you will observe this trend. Skills in those games require a certain set of conditions, prerequisites and/or execution to be fully effective. Why? Because these developers know that having this pattern makes the game truly competitive. They reward players with better execution, better game sense and better practice . Finally, it divides the scrubs from the pros. This results in a higher skill cap, better competitive atmosphere and thus more players. GW2 has already some of these mechanics. For example Fire Grab, Back Stab, Tactical Strike. You guys should build more of mechanics like these and less of “blunt” stuff and number tweaking.
Human Ele: Joonhyung Hiraishin
Theif: Joonhyung
(edited by Joon.8931)