Energy System
You’re talking about completely overhauling one of the games basics systems. It honestly doesn’t matter if your suggestion is perfect in every way, you are literally describing a new game.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
First demo had energy and energy potions, it should be easy to implement again.
This won’t happen. GW2 earned its spammer title for a reason.
You’re talking about completely overhauling one of the games basics systems. It honestly doesn’t matter if your suggestion is perfect in every way, you are literally describing a new game.
I am describing GW1
And they originally had energy in their system, they just iterated it out.
The “Mana Pool” would be nice to stop spamming skills, just because ppl have to use skills wisely. In addition to that the fights would be more comprehensible for spectators..
You don’t need mana to make people stop “spamming” skills.
Dragon’s, Eruption, and Mantra’s for instance have enough of an opportunity cost that just spamming them doesn’t give you benefit.
If people are just spamming skills randomly it means there isn’t enough synergy within and between weapon sets to warrant skillful play. Strong weapon combos to provide high burst and pressure on demand should be what wins fights in this game.
If people are just spamming skills randomly it means there isn’t enough synergy within and between weapon sets to warrant skillful play. Strong weapon combos to provide high burst and pressure on demand should be what wins fights in this game.
Currently it is just simply: pop a utility, 1,2,3,4,5, swap weapons, 1,2,3,4,5, dodge, dodge, swap weapon, 1,2,3,4,5
The synergy needs to happen between teammates, not between weapon sets, currently the way spamming abilities works, the effects simply pile on top of each other quickly, giving a false sense of synergy on a player to player basis.
there needs to be a drawback to using an ability, as well as the ability to coordinate the abilities with your team members.
This is something that made the GvG format so interesting and worthwhile in the original Guild Wars, was the teamwork and synergy, if you missed your Spike/Burst, you would need to alter to a defensive pressure based playstyle with your whole team until you were capable to coordinating that burst again….as a team
(edited by Zietlogik.6208)
Energy system would of course be a good idea. it is nice that you have come to this conclusion. it will never happen, sorry
This would be a massive overhaul, as skills are balanced around their cooldown. Some classes (like ele) have to chain together about 5-8 skills to match the damage output of 1 hit from a thief or warrior. Some classes also have VERY poor autoattacks, instantly making them weaker than they already are. This would mean throwing away all the balance work done and starting again with the numbers.
@BlackBeard.2873: Obviously i missed this great period ?! Just tell me when pvp and especially which meta was balanced!;-) of course i agree:“This would mean throwing away all the balance work done and starting again (…)” but ( tell me if i’m wrong ) pvp was never balanced at least. In my opinion this is one possible way to make pvp more balanced, to stop the spam-era and to make pvp enjoyable to watch!
You could just make it so there is no super high dmg auto attacks, they’re just “decent” dmg as filler or w/e other utility if they have some.
Then put more weight/dmg on short to long cooldown weapon abilities and make them well telegraphed based on how strong their effect is.
I think Ele is great in this regard.