Creating balance
I’m going to use Warrior as reference since its the profession i’m most familiar with even tho I’ve played with all professions, and please bare with my English
First I would eliminate most of the passive play and create more counter play by making more skills telegraphed. Sigils would not activate on auto attacks but instead you could assign the sigil to go on a specific skill slot and make it activate only when you use that skill. Example, fire sigil on Final Thrust and when Final Thrust hits, the fire sigil would activate. This being said I would’t be able to put fire and air on a same weapon or weapon skill unless its a 2h weapon. For example, Main hand sword and off hand shield, fire sigil on main hand sword put on Final Thrust and air sigil on off hand shield shield bash, and for 2h Greatsword I would be able to put fire and air sigil on Rush. As for runes I’m going to use vampire runes as an example of how I would balance most of the runes as an attempt to eliminate the % chance procs and unwanted (when under 25% hp procs) I’m trying to promote more active play and have more control of what skills they want to use and when to use them.
Vampire rune
1-25 power,
2-10hp gain on hit,
3-50 power,
4-After using a healing skill your next attack steals health,
5-100 power,
6-AoE leech when using an elite skill.
Build diversity!
I would individualize traits in order to create more build diversity, also it makes it easier to balance skills and traits individually instead of ruining a whole line because of kitteneless trait.
For build diversity I would divide each traits in categories and each trait would require a point in which every player is given 12 points to use. The following being Offensive, Defensive, Utility, Support and Passive. Also heals, utilities, elites and weapons skills would be divided in a different categories.
again i’m going to be using warrior as reference and not all traits skills etc are going to be listed these are all just examples some traits that are too passive I left out (Defy pain, shrug it off as an example).
Traits
-Offensive traits
Reckless dodge, precise strikes, body blow, rendering strikes, distracting strikes, furious.
Defensive traits
Restorative strength, dogged march, cleansing ire, rousing resilience, brawlers recovery.
-Utility traits
Building momentum, death from above, warrior’s sprint, versatile rage, fast hand.
-Support traits
Reviver’s might, empower allies, phalanx strength
-Passive
Great fortitude, armored attack, adrenal health, versatile power, stick and move, blood lust, unsuspecting foe, cull the weak, destruction of the empowered berserker’s power, burst precision.
Weapon Master (1h mainhand and 2h weapons require 2 points and off hand weapons 1 point you are given 8 weapon points to use)
-Sword
20% recharge (2pts) 10% critical change (2pts) Final Thrust unblockable (2pts) Riposte last 5 sec (2pts)
-Greatsword
20% recharge (2pts) 10% damage increase (2pts) 100 blade reflects projectiles (2pts) Rush stuns for 1 sec (2pts)
-Shield
20% recharge (1pt) +500 armor (1pt) reflect projectile on block (1pt) gain might on block (1pt)
Now for Core specialization in which you are given 4 points to use.
-Signets
20% recharge (1pt) 5% precision for each signet equipped (1pt) maintain passive on signet after they are used (1pt) 5 stacks of might when using a signet (1pt)
-Shouts
20% recharge (1pt) 5 adrenaline gain when using a shout (1pt) shouts heal (1pt) shouts clear a condition (1pt)
So in conclusion you get 12 points for traits, 8 points for weapon mastery and 4 points for core specialization for a total of 24 points to allocate.
This is by far perfect but I strongly believe that It would be a step in the right direction. Individualizing traits an skills make it easier to add or take away in order to balance the game more effectively. Well I can go all day with all the profession and so forth but this is just an example of how I would try to balance the game in order to make it more skill based and diverse. I would love to hear you guys opinion.
What I think would go a long way towards creating balance is a better match making system. The current one gives some of the worst match ups. Sure those bursty classes seem extremely OP and furstrating when you’re PUGing and the other team has 2 mesmers, a thief and 2 rangers melting your HP before you can do anything and you get stuck with a necro, thief, warrior and 2 guardians who are just getting picked off by focused bursts. I know with holy trinity not being a part of the game makes things like healer, tank and damage harder to sort but evenly distributing classes would go a long way in balancing out teams instead of just going by MMR.
If i were arenanet I would balance professions on a 1v1 basis instead of pushing this e-sport bs. As I see it right now it’s like I’m playing rock paper scissor.
For condi, are you saying everyone gets their own individual stack of condi, so like if 5 players are applying condi to a target there will be 5 stacks?
Part-time Kittenposter
Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.
Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.
I am sorry, I thought that you wanted to balance things around 1v1’s, yet, you wish to make condition damage oriented toward team play.
Nop, conditions would stack in duration. It would work something like this. Imagine that you summoned a fire ball (being burn condition) and this fire ball is hitting your target for 1000 every second until it’s time is over. Now your fire ball hits 1000 because you have condition damage but let say your friends summons his fire ball but he has no condition damage which in that case his fire ball only hits for 100 damage each second. So in order to keep your fire ball out doing damage (burn on your target) you need to keep applying it. I don’t know if I made sense to make my self clear there is no fire ball it’s just something I used to make an image of how condition would work.
I am sorry, I thought that you wanted to balance things around 1v1’s, yet, you wish to make condition damage oriented toward team play.
I never said that. I said what I said in order to give an example of how conditions would work in a group situation. I was looking at it from a pve point of view. What I’m really trying to say is that lets say you burned a foe for 10 seconds and your burn is doing 1k damage every second here comes your friend and burns the same foe for 5 more seconds for 1k. So now your target is receiving 2k damage for 5 seconds from you and your friend. But as soon as your friends burn wares out, he will keep receiving 1k for your 10 remaining seconds. Well these numbers are just reference numbers.
Burns do more damage but tick for less time (3 second burn 3 ticks for 2k every second)
Bleeds do moderate damage with moderate duration. (5 seconds, ticks of 500 when you move and 1500 when you attack)
Poison does less damage with long duration (7 seconds ticks for 250 every second)
Picture this scenario
2 elementalists 1 is power and the other is condition
Both eles used burning speed and hit each other. The power ele hit the condi ele for an instant 3k critical and the condi ele hit the power ele for a normal attack of 1k but also for a 2 second burn of 2k if calculated each got hit for the same amount of damage even tho they were running different damage types taking in account that the power ele cleared the remaining 1 second tick before it burned him again, which in that case he would’ve received a total of 5k damage. This is the type of balance I want to see in the game.