Solution to the GW2 Trinity Design flaw

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Knighthonor.4061

Knighthonor.4061

In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage

Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.

Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
============
~GENERAL~

Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.

==============
~CONTROL~

Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified

The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.

Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.

My solution to this:

Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.

Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.

Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.

Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.

Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.

Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.

============

~DAMAGE~

Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.

=============

~SUPPORT~

Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.

Some changes made.

Healing Power: (stat)
Effects all sources of healing similar to current system.

Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.

Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.

Support players will be a major part of a group, and helps enhance both damage and control players in the group.

=============

(continued)

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Knighthonor.4061

Knighthonor.4061

===========

~HYBRID~

Since these new stat changes are built around players making builds and gear to fit their build.
Players can also spec into hybrid gear/build roles, to apply their effect to the needed role.

example. a Player may want to be a combo of Control/Support. They can stack Fortitude/Authority/Rejuvenation and help prevent Defiant from getting to their group for shorter durations than Full Control build players, but can also toss some good regenerations on allies when they need it. Or they could have stacked some
Fortitude/Authority/Power/Wisdom/Toughness, and make a control build that would be all about doing damage to the target while keeping Defiant mobs away from allies, with more defense, at the sacrifice of better damage or better healing.

There are so many ways to combine stat builds, as well as skill builds using this system to keep things unique and interesting.

but Damage would no longer be a role that is most important. Other Stats and other roles are more important in this system to make it so that everybody has a role in the battle. This could lead to some interesting battle fights.

Should my team take 3 control players 1 Damage player, and 1 Support player at the risk of less damage (more Gauged Ultimates in the fight) but less damage in between Ulitimates.

Or should we bring 1 Control player, 3 damage, 1 Support player, in which the control player helps control the Defiant, with Damage players bursting down NPC HP before Ultimate goes off, with the Support player keeping the Damage players up and active as they will be taking more damage.

Or we can make a 2 support player, 2 damage player, 1 control player, into the fight, less CC, but with 2 support players we should be able to negate the Ultimate a bit from the less damage.

Or 2 support players and 3 Damage players, damage down the Defiant, before Ultimates go off, while two support help keep the party up and active, while enhancing boons to improve the damage players.

so many ways to form a party. Risk and Reward.

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Suddenflame.2601

Suddenflame.2601

I agree there needs to be a change to allow more usage of control and support roles, but your methodology is overly complexing it by adding even more stats to the game. Healing power right now is a very hard to balance state as at this moment my warrior is capable of healing 1000hp/sec by changing it to be more effective I would be unstoppable especially if they made it 1:1 ratio.

Something needs to be down but not by making it more complex. I think the most crucial part is adding more skills that allow better control and support than what there is currently.

Ranger; Warrior; Mesmer; Elementalist; Guardian; Engineer
[GWAM] and [LUST]
Mess with the best, die like the rest.

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Xia.3485

Xia.3485

Mob AI has to react more like a player.. that would remove the need for defiance and make support and control builds more viable, like in WvW and PvP.

Mobs need to dodge, walk out of AoE fields and line of sight range players and kite melee players. Also add minions to support bosses and/or add more control to the fight. The key is having more challenging encounters with smaller health pools. Any scripted fight with single large attacks can be learned easily and mitigated with dodges or defensive abilities in the zerker meta builds. Unscripted fights with more pressure (read other sources of damage harder to avoid) would require more support and control.

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Suddenflame.2601

Suddenflame.2601

Mob AI has to react more like a player.. that would remove the need for defiance and make support and control builds more viable, like in WvW and PvP.

Mobs need to dodge, walk out of AoE fields and line of sight range players and kite melee players. Also add minions to support bosses and/or add more control to the fight. The key is having more challenging encounters with smaller health pools. Any scripted fight with single large attacks can be learned easily and mitigated with dodges or defensive abilities in the zerker meta builds. Unscripted fights with more pressure (read other sources of damage harder to avoid) would require more support and control.

This would work but is it not easily done. AI is one of the hardest things to program and are extremely CPU heavy (on their servers).

Ranger; Warrior; Mesmer; Elementalist; Guardian; Engineer
[GWAM] and [LUST]
Mess with the best, die like the rest.

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Xia.3485

Xia.3485

This would work but is it not easily done. AI is one of the hardest things to program and are extremely CPU heavy (on their servers).

Most things worth doing aren’t easy. But yes, its much harder to do than say, nerfing crit by 10% ~_~

Solution to the GW2 Trinity Design flaw

in Profession Balance

Posted by: Knighthonor.4061

Knighthonor.4061

Not sure why this was moved to profession forum. I didnt say a thing about any professions.