So I’ve said this in many posts, many threads in one way or another and really, I’m going to make a much, much larger post outlining my exact thoughts on the issue later this month when I have more time, but I just want to get this out there to the devs before it’s too late.
Give the players the tools.
You (the developers) say that it is a problem that people can 1v1 the lord. You say that the lord is too easy to take down. Your proposed solution is adding NPC healers and such to make it impossible to 1v1 and hard to take down even with a full team. Instead of resorting to NPC mechanics, how about you let the players do the work?
Basically what we need are strong single ally targeted support skills. They don’t have to be heals, they can, for example, apply protection. The point is, though, that suddenly the players themselves can prevent people bursting down the lord and, even better, they can now try more varied team compositions due to not having to have X number of bunkers.
With decent support skills, the event of teams bursting down a poor guardian bunker while he’s moa’d would have a solid counter. You still wouldn’t be able to tank but you would be able to prevent bursts every now and again and maybe the occasional downed state here and there. The only ‘support’ we have to speak of is AoE, namely, shouts and water fields. What we need are strong single target skills.
Developers: If you’re reading this, I get that you don’t want to bring back the trinity, but the approach you’re taking is misguided. You need to take a look at support first and foremost. Yes, team fights will become longer (Is this a bad thing?), no, we won’t have boring stale mates because support skills won’t be cumulatively strong enough to keep up teams indefinitely. I’d love to hear a dialogue on this issue, if nothing else. I’ll post some mockups of skills I’d like to see (no class in particular) to give you an idea of what I envision.
- Protective Spirit: Applies protection and regeneration for 10 seconds. Removes a condition. Cooldown 40 sceonds. single ally targeted Uses old animation for the sake of the old days.
- Mark of Protection: For 8 seconds, each incoming attack is negated and the target is healed for X. Cooldown 90 seconds. single ally targeted (This will be the pseudo-invulnerability skill – I don’t like invuln but it’s in your game so…) Note that X will be low(no heals back to full from burst). Pick an animation of your choice.
- Shield of Deflection: For 5 seconds, the targeted ally blocks all incoming attacks. Cooldown 40 seconds. single ally targeted Pick an animation of your choice.
I used GW1 skill names because I don’t trust my naming sense.
Advantages of implementing these types of skills:
- Burst prevention becomes a thing, rather than waiting till downed state
- It becomes feasible to send one person to reinforce the lord
- Team fights in high level play become longer, the idea of ‘pressure’ returns, which will only add to the depth. Will be a bonus for casting as they can now talk about such things.
- Low level play relatively unaffected – the coordination needed to effectively use what few support skills you have will scarcely be found in teams not using voice communications.
- Team composition designers are given more freedom as they will no longer have to be so strict on general toughness/vitality.
Disadvantages of implementing these types of skills:
- Not strong enough to be of much use to disorganised teams, perhaps fitting a ‘niche’? (though you could argue shoutcasting support is already fitting a ‘niche’)
- May become ‘mandatory’ skills much like portal, epidemic, etc etc.
Note that you can read its effect on low level play to be both an advantage and a disadvantage.
As always, feedback is appreciated, I’ll gladly add to the list of disadvantages if you make a compelling argument.
Just to clarify, the entire point of this thread is to talk about support. Not specifically foefire, nor the lord mechanics.
(edited by Paradoxine.8192)