Hello Guys, I wanted to give some feedback on game balance specifically when it comes to the Player vs Player Combat, but i want to also include some more advanced discussion about the overall design philosophy as its important to the topic.
<b>Design positions</b>
As far it seems, Guild wars two is running off a balance concept with intentional design of complexity. What this means, is the game has intentionally been designed with large amounts of complexity. This is both good and bad, but in general application complexity is massively more negative than positive. More hardcore players will not agree with this, but this is largely due to the fact that hardcore players make up much smaller amount of the population than casual players.
When it comes to pvp meta, especially involving that meta that is at the lower tiers (Amber, Emerald, Sapphire) there is a large amount of issue with this, and even if there was not the issue you would still have a fairly or even massively large stepping stone from that meta to end game.
Lastly, Complexity itself is the result of imbalance in the game (Especially extreme versions of that). For example, it is from learn A + B * C = Broken Build (D) That you arrive to these positions; however if everyone knows you have a+b*c, and all builds are equal to the same output, you will have balance. Unfortunately, that means everyone is using the same builds unless the developer wish to great large amounts of variations. That being said however, even in that application all power would be relative to other aspects and so subsequently would be “dull” or “boring”. Basically that means that the game would be like world of warcraft with the various builds (but only potentially more of them).
Now that being said however, with lots of builds you have another type of complexity, and that is “meta related complexity”, so your down to changing the complexity from learning builds to learning meta, and while that in general is better is not the best way to ultimately do it (Which is why wow’s balance is so exceptional).
It has caught my ears that the developer of gw2 is taking the opinions of players on how to balance the game, and this is largely a very broken position. You cannot obtain any reasonable amount of balance off this principle so i am here to help (with my experience) on resolving these issues.
Now on to the topic at hand.
It seems to me that there is some massive instability in the current meta.This is as follows.
- Tanks (or bunker) Builds seem to be very inconsistent. In low end meta they are exceptional, and in high end meta they are useless (or near to).
- Necromancers Second life bar is a serious balance issue, and needs to be addressed.
-Some classes are at significant disadvantages in upper end meta, like warriors and thiefs.
-Some other classes are forced to play very limited options and specs, Like rangers and guardians.
- Some mechanics in game are overly powerful, Like trap spamming (guardian).
- The game should never be balanced on a secondary stat, The game needs to be reverted back to power building. (i’d like to know more why this was changed).
<strong>Changes/Strong>
From what i can gather, a large amount of the issues seem to be largely mechanically based (that means the initial equations, or operation).
<strong>Condition Damage</strong>
Condition damage issues can be resolved by a change in the base way the conditions work. This would be to limit conditions so that they have a max application. Setting this than at the level of say 10, would really inhibit and disencourage double class builds.
Additionally at current the build up time , and the reward for dot damage is insufficient to be competitive on some classes (Like Elementalist). For this reason 10 stacks should be converted to having equal damage to the current 20. This will help move some new builds into play like earth elementalist, or bleed ranger.
Next on the topic of condition damage, and how it is displayed and works,
The current set up of the system is counter-intuitive. All dots should be on a single timer, and should simply act as an additional stack, (or if at max) or a refresh to the timer.
The current mechanics of the GUI display of the dot effect makes dots feel unrewarding, wonky in their optional, unpredictable at being able to upkeep, and so forth. This is unneeded levels of complexity, and a highly unprofessional design aspect for the system.
With regards to Conditional related effects and expertise new runes should be added with various types of combinations like “Vitality(900), Condition (1200), Expertise(900)”.
Finally, When it comes to condition related effects, the duration needs to be improved to various degree’s and should be something like
Weakness – 10% Improved Damage, 8-10 Seconds
Tourment, Chill – High Damage, 4-6 Seconds
Poison – 18-22 Seconds
Bleeding – 14-18 Seconds
Etc
<strong>On the topic of Toughness</strong>
At current the toughness is overly rated for all classes. The current meta is encouraging players to ignore their base stats in favor of this stat. While this should be a viable option, it should however not be a necessity for the builds. For this reason either classes should more easily acquire interval based (Ie, on and then off for some time) “Protection” effects or all classes should by default get around 20% Damage reduction.
If this change is implemented it should improve the livability of the classes enough to swap off these builds.
Additionally, Toughness needs to reduce income condition damage by around 65% of the base damage (as opposed to direct damages 100%) This would help validate “bunkering” Builds in the meta.
<strong>On to Class Mechanics</strong>
Rangers are in need of some serious love when it comes to pets. A lot of the pets are heavily invalidated due to bristle backs over powered damage. The Other popular pet provide a significant advantage also, leaving the others far in their dust.
I think a good solution to this is to modify the base attack of all pet types, into some cool effects like
Cats – Bleeding
Spiders – Poison
Bears – Tanking/agro (pve oriented)
Hyena – Buffs
Dragonkin – Damage (Ranged oriented-Direct Burst Damage)
Canine – Attack Speed (Melee Oriented Direct damage)
Pigs – Gizmo’s And Invisibility Detection.
Additionally when it comes to ranger, The Short bow needs to be improved (Dot oriented).
Ranger spirit abilities seem to be almost useless, i recommend a change to passive stat increases like “Poison damage on hit applied” and “bleed on hit” “Pet damage” and “range damage increase”. this should synergism well with the class talents.
Necromancer.
The second life bar of this class needs to have one of the following changes.
- Removed, 3 seconds of immune to damage when hitting 0 hit instead (can heal during this period)[recommended]
- A Long duration cast time ( 5 seconds)
- Removed, Replaced with a buff + 20% HP (passive). Rework Regeneration (heal) that necro’s have to drain durance in replacement of life (low cd).
Warriors
When it comes to warriors, they simple just need their hp amount tuned, say another 30% hp from the equation?
Mesmer
A new passive that is attached to clones. For each clone active you gain 20% Damage reduction. This application should allow power mesmer builds to be viable again, and encourage hp related talents etc to keep them active. Additionally a slight reduction to number 4 ability for Greatsword would be merrited to help burst with this class (-15% of current cd)
Elementalist
Cd of overlord on aura’s is reduced to 5 seconds.
Cast time of reflect (Warhorn # 4 ability) removed, now instant cast.
- Ability (Secpture) Of lightning improved damage significantly (to have burst or pvp).
Fire (#3) time to fall is reduced by 50% of current value.
This seems to be it for feedback now, I’ll see what we have going in replies. Thanks for the read.
(edited by Anari.2137)