Do we need more mechanics?
i’d like to see less mechanics, but have them work better.
Do we need to more mechanics to allow for different strategies and to create more roles in a team?
If dominating three capture point is to be the mechanic all maps have in common then we might just as well have player skills that effect and manipulate these capture points, right?
There could be a necromancer skill called “Barren Wasteland”: Puts a hex on the capture point. For 30 seconds capturing this capture point takes twice as long.
“Poisoned Harvest”: Puts a hex on the capture point. Capturing this capture point poisons the captor for 4 seconds. Hex duration: 1 minute.
“Bountiful Harvest”: After capturing this point, you gain regeneration and swiftness for 2 seconds.
“Seeds of Fortune”: After 3 minutes this capture point produces victory points at 150% the normal speed. Seeds of Fortune is disspelled when point becomes neutral. May only be applied to one capture point per map.
Professions could also have traits that trigger upon capture or upon neutralizing points.
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Let’s take mana (or as it was known in GW1 energy) as another example. The introduction of this mechanic along with skills that drain or restore mana could offer new possibilities when it comes to balancing professions. Let’s say that draining mana was something that the warrior was good at. It could make up for his current short-comings without really effecting his performance in PvE. There could be a boon that increases mana regeneration and a condition that makes you regenerate it slower. (And traits that trigger at 50% mana… and so on.)
Maybe introducing the mana mechanic isn’t the solution but another mechanic that I am too uncreative to think of is.
i’d like to see less mechanics, but have them work better.
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