Ways to encourage non-DPS builds.
Basically, it requires a complete redesign of their combat system to make support roles worth more. I, for one, definitely welcome this since I have gone against convention and made supporting characters. Unfortunately they’re simply not very good in general because the game doesn’t support their use in any meaningful way.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
I like most of them, especially the Conjure weapon.
I disagree with environmental weapons. I rather not have them at all.
Bosses with perma Retaliation, effected by players defense.
This will force players to find a fine balance between attack and defense. Glass cannons will be forced to reduced their damage output because their fragile characters can’t survive their own DPS.
I completely disagree with this one.
Instead, I would like bosses to use active retaliation. In which they will take the time to cast a spell to put retaliation on themselves.
This way, Boon strip professions will be useful here.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Overall, some good conceptual ideas and things that ANet could definitely build from. My 2c:
Time should be on your side.
This could be implemented just by allowing stacks of defiant to automatically decay over time, and decay faster the longer the fight goes. The defiant buff is one of the reasons why supportive characters are so useless against most of the current mechanics.
Environmental weapons with fixed damage.
Environmental weapons are very cool, and I like fights that use them, but the devs would have to be careful not to over-use them. Even if they equalize DPS across the whole party, that still gives the advantage to the heavy armor classes and removes all strategy related to weapon skills.
Conjured weapons to have creator’s damage output when others are using them.
This would actually make conjured weapons much more useful, IMO. This is similar to how Ritualist Spirit Weapons worked in GW2. Good idea. The same thing could be done with supportive conjured weapons, such as Ice Bow, where it uses its creator’s healing power no matter who uses it.
Allow more condition stacks on bosses.
Agreed. Condition builds need to have more ways to contribute against bosses, even if it means that the bosses have some sort of condition resistance buff.
High DPS boss, very interruptable.
I think this would be a reasonable trade-off with the decaying Defiant buff. As the fight stretches out, the boss does more damage, but is more susceptible to control.
Bosses with perma Retaliation, effected by players defense.
Does armor reduce retaliation’s damage, or is that what you’re suggesting? Retaliation is currently my least favorite boon in the game, as there is no real counter for it unless you’re playing one of the classes with boon steal/strip (or have the sigil). I don’t mind bosses that apply it occasionally, as it can be removed strategically, but I’d rather not see this boon at all.
Don’t spread the above strategies.
While I agree with encouraging non-DPS builds, we also can’t go too far with it. Eventually the pendulum swings to the other extreme, where we’re punishing DPS builds.
Time should be on your side.
This could be implemented just by allowing stacks of defiant to automatically decay over time, and decay faster the longer the fight goes. The defiant buff is one of the reasons why supportive characters are so useless against most of the current mechanics.
Here I was mostly meant to give an example of how some of their existing strategies are wrong…
There is no need to deal decaying boons in all bosses. The boss can keep their Defiant if that prevents players from exploiting them with some stun-lock strategy.
They should just keep in mind that if they want to add a timer on a boss battle, it should not be over-reliant in DPS or it should not be working against the player.
High DPS boss, very interruptable.
I think this would be a reasonable trade-off with the decaying Defiant buff. As the fight stretches out, the boss does more damage, but is more susceptible to control.
As above, I don’t think a battle where you have to “wait” for Defiant to expire will be fun.
All I said was to toss in the game some bosses “without stability” or “with no resistance to conditions,” to promote “control” builds and different strategies.
Bosses with perma Retaliation, effected by players defense.
Does armor reduce retaliation’s damage, or is that what you’re suggesting? Retaliation is currently my least favorite boon in the game, as there is no real counter for it unless you’re playing one of the classes with boon steal/strip (or have the sigil). I don’t mind bosses that apply it occasionally, as it can be removed strategically, but I’d rather not see this boon at all.
To my knowledge, retaliation is not affected by defense and it sends back damage depending on the attackers power.
Aka. It’s a Glass Cannon’s worst Nightmare, thus it should be used a bit more often to discourage such builds, and players should be able to deal with it with defense instead of just Health, to promote defensive builds.
Don’t spread the above strategies.
While I agree with encouraging non-DPS builds, we also can’t go too far with it. Eventually the pendulum swings to the other extreme, where we’re punishing DPS builds.
As I clearly stated in the OP, strictly non-DPS dungeon runs should just be a handful of paths (4-5 from the 25 explorables), precisely so we won’t have the opposite effect.
Thanks for agreeing with the rest of my suggestions though!
I spend a good time writing them!
In the meantime I found a new way to promote support builds here.
Please leave your Ideas as well!