Hmm, both GW1 and GW2 were games where you could go from low health back to full pretty easily, without penalty.
GW1 had a slightly longer term resource – your monk’s mana pool. Also death penalty.
Both of those things meant that, over a long period of time, you could wear down your opponents. The 5th minute of battle was different from the 1st minute.
I wonder if GW2 could be improved by adding some sort of long-term resource into the game? So that even against the bunkeriest bunkers, as long as you are succeeding in damaging them, eventually they will be worn down.
One possible example, feel free to suggest something else:
- Every point of damage you receive, your max health is reduced by 0.001 points. (ie. for every 100 points of damage, your max health is reduced by 1 point.) This regenerates slowly over time when you are out of combat.
Going down will decrease your max health by a fair bit. Like 10%.
Your max health resets when you die.
—> So as you deal damage, even if they can heal it all, eventually their max health will be too low and they will die. This benefits active defense and penalises healing.
So yeah, if there was a long term resource in the game, then the emphasis can be moved away from burst (since you can now kill bunkers without needing massive burst) and bunkers will no longer be a problem (since you can wear them down eventually.)
We’d be able to buff healing skills (since healing only delays the inevitable after this change) and nerf burst a bit, without worrying that fights will take forever.
It also means downing someone, even if they are rezzed right away, feels like an achievement because you are making it easier to down/kill them later.