Hello everyone
In this post I would like to talk about RNG mechanics and how they should not have anything to do in any kind of real Competitive E-sports game and also list some skills that utilize said mechanics in this game.
RNG ( Random number generator) is the current definition of events that are decided entirely under the game engine in which the player is not capable of predicting/controlling the outcome of certain event. Some of these events are widely known in this game, such as:
- Mystic Forge yields. (Will I get that precursor this time)?
- Salvaging. ( kitten 10 rares and no ectos )
- Rewards you get from daily chests, ie Fractals rewards every tier. (Will I get that infused ring today?)
These mechanics exist in PvE and they affect all of us, possibly rewarding some individuals that put no effort but hit the jackpot, or punishing those invest a lot of time every day and still don’t get those elusive rewards due simple Luck.
RnG mechanics usually have a negative impact in the player experience, but some of them are necessary to keep the economy safe to act as money sinks. This is why I think some degree of RnG in a PvE setting is acceptable but we have other important aspect in Guildwars 2, Competitive PvP.
Since day 1, GW2 has been advertised as a game that will provide a competitive/balanced/fun pvp experience for those who like this kind of content and dream of someday participating in big tournaments, ensuring to rewards player skill/tactics/knowledge instead of luck, but then, I have noticed a few mechanics in Spvp that go against this philosophy.
Here are a few examples:
1. Respawn timers in tournaments. ( Kudos to Anet for changing this)
Used to use respawn waves instead of fixed timers, sometimes you kill somebody and he gets gets to respawn instantly, or he would need the full timer to appear, being this an extreme factor deciding the outcome of a game.
Some Games like League of Legends addressed this by giving fixed ever increasing timers to respawn.
2. Guardian Purity & Signet of Resolve passive effects.
These skills will remove a condition every 10 seconds, but they also use a cleanse timer such as what was being used for respawns in pvp. This brings a few issues.
- Case 1: The guardian uses an important skill to remove a condition that might have been removed with a passive effect 1 second later if he hadn’t used the skill. Bad Luck there guardian buddy.
- Case 2: A necromancer casts an important fear on a guardian to get some breathing room. The fear is removed instantly without any guardian input, neither player expected it. Bad Luck there necro buddy.
In these 2 examples I show how luck can change the outcome of an entire fight. Why luck I say? Because neither the guardian or the necromancer know the timer for those passive skills, its like tossing a coin every few seconds without you knowing if you hit heads or tails.
An elegant solution I propose to remove this Luck mechanic from SPvP is to make the passive buff timer visible on your boon sections. Something like the boon line that runs around the icon indicating the exact moment it will remove a condition refreshing itself every 10 seconds. A less elegant one would be to just add the flashing effect on the icon 3 seconds before it activates.
What do I accomplish with this?
Both the Guardian and the Necromancer and utilize this information to their advantage, adding a new layer of skill to the game play. The skills didn’t change at all, but now the guardian can manage that precious condition removal and use it as he sees fit, balancing the wait vs the benefits of cleansing via other means. The necromancer can also be rewarded by putting extra attention in those guardian buffs, knowing exactly when to use those deadly conditions. This solution rewards both players and allows them to control the outcome of the fight.