Hey fellow players!
This post is going to concentrate on a vision for Guild Wars 2. Something to strive for to make Guild Wars 2 a better game, with hopefully bigger success; especially competitively. However, with each suggestion I will try to keep in mind that we have two other games modes as well. The foundation for every change will be already existing skills and features, to limit the amount of extra work required to make this work. Hopefully, this direction will set the standard for future content and features. To keep the post as short as possible, I will only talk about very few specific skills, but the general way of thinking could be applied to other skills currently in the game.
So what do I want to change and how?
The title briefly hints and what I want to change in GW2, which is teamplay and coordination between players. And how is that going to be achieved? Well, that is in fact not that difficult, since I believe there is already a very nice existing foundation for it. Let’s have a look at some of the current viable elite skills:
Basilisk Venom:
Short cooldown skill. Extremely selfish and does not allow for any synergy with other players.
Fiery Greatsword:
Basically used as a movement-tool. Does not allow for any synergy or teamplay.
Renewed Focus:
Used on both support and DPS guardian. Extremely selfish, does not allow teamplay.
Signet Of Rage:
Grants basic buffs and nothing more. No synergy.
Supply Crate:
Mostly used as an “I win”-button for duels. Brings a little support, but nothing that adds synergy.
Okay. So as you can see, a lot of the current meta elites are very selfish and stale. They do not allow interesting gameplay – Let’s get to the point. I will take some of the currently non-viable elite skills, and change them in a way that showcases my vision.
Tornado:
This skill is currently unviable, since what it does it actually what you would want it NOT to do, it pushes players or mobs away. This is making it MORE difficult for your team/party to do anything, so it’s extremely selfish. I want Tornado to actually draw enemies closer to it’s center (much like a tornado actually does), the closer you are to the center the more damage you take and the slower you move. It should be static, so you would actually have to set it up properly before use. Now the skill could actually make a difference in teamfights, if you coordinate it well with your team. How to coordinate it and how to counter-play it, we’ll get to later. The skill already has a great animation and is well telegraphed (even the power-up), no extra work would be required on the animation-part.
Dagger Storm:
Another Elite Skill that is telegraphed extremely well, with a nicely done animation. Unfortunately it is not viable at the moment. I would change the skill to have a higher cooldown and remove the bleed-stacks. The cripple could stay, since it does not make any significant difference. I would increase the base damage, and additionally give the skill a life-leech which would also function as a damage boost. Nothing more really needs to be done. Why would I do this? I would do this to simply increase the damage, thus making the skill something with a significant role in teamfights. The life-leeching has two functions: Thieves are squishy and need some way to stay alive if they cannot stealth. With life-leech the thief would be much better suited to survive a teamfight should the enemy team use retaliation. Retaliation would otherwise simply be too easy a counter.
You can probably already imagine how a coordinated team could use these two new elites with great synergy. An elementalist uses Tornado and grabs 4 enemy players, thief instantly pops Dagger Storm. This may seem imba, like a “win-combo” with no counters. So let’s look at ways to actually react to this new combo.
CONTINUED
Zaphiel Faires – DPS Guardian
(edited by KrisHQ.4719)