ideas to make the game skill based

ideas to make the game skill based

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

1: Reframing bonuses, some are too strong compared to their peers, eg. stability (which makes the DC unnecessary for many seconds, eliminating one of the game mechanics).
2: Add a statistics type defensive armor to reduce the damage conditions.
3: Increase the skills that have two effects, eg. illusionary leap (make the game deeper, making the player’s choice on what to do and what not, more pronounced).
4: Remove all the traits and life-saving armor runes to the player without him nothing let us, for example. defy pain ( warrior ), pain response ( thief ), the effect of the rune Superior Rune of vampirism etc…
5 : Making a CD of each weapon skill, care, utility and elite same for every profession or at least give everyone the same opportunities, eg. every profession should have tot weapon skill, care, utility and elite from 30 seconds to 45 seconds tot, tot 60 seconds (and make all strong depending on the timing of the CD).
6: Give at least 1 /2 second cast time to any skill that causes an opponent CC (increasing the visibility of the move ), in order to allow the target to react dodging, blocking, giving barriers blind or even using them (allow counterplay in based on the skill of the player in practice, without things like power lock “mesmer”).
7: Increase the skills that make Breaks stun, I would say that EVERY profession should have 1 in 5 basic skills, so as to give everyone the same chance of counterplay (and those who use them best wins).
8: Shorten the duration of CC, 3 seconds is too much !
9: Standardize the lives of all professions, eg. all with 16k basic. The failure of armor is irrelevant, just add passive stretches to the professions with medium armor or light armor that will give the remaining to get to the equivalent of one in heavy armor.

NB : Given that stability comes from the scene, I would say to compensate for a 25% increase regeneration of the bar that allows you to dodge (removing all combos that give force permanently, so as not to make such professions advantage of a game mechanic fundamental). Regarding AoE say to set them with a mechanism which distributes the damage on the targets, eg. a specific cause AoE 8k ? ok, cause them but only if there is a target in the area, if there are two targets, the damage is split between them, if there are 3 targets is divided by 3, etc. … so the AoE will become balanced in accordance with the situation, reducing power ( much accused in WvW ), if the AoE from a condition, impose a limit of characters subjects, eg. 5.

I can think of other serious flaws and solutions, but these are already sufficient for an improvement to 360° of the game, making it more skill based.
The solutions we propose, and the changes listed above are intended to make the game more balanced and much more dependent on the skill of the player (ie, the right choice at the right time, and not by the activation of IA through passive ability that makes it immune to several seconds to CC, damage, etc …).

Sorry for the english use google translator.

ideas to make the game skill based

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Posted by: Luke.4562

Luke.4562

Such a walltext when you could simply write: “nerf Warrior to the bone?”

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

It is not the fault of a single profession, there are game mechanics that should not exist in a game where it should count only the skill of the player.

Long as there are certain mechanical properties (stability, IA playing in place of the player etc …), this game will never be skill based, and will count only those to build the best.

(edited by DejaVu.9825)

ideas to make the game skill based

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Posted by: WhiteRose.6934

WhiteRose.6934

Okay, I’m not fan of warrior or CC or anything like that….but this is a little much.

First of all this just homogenizes the game and classes. That’s not balance, that’s uniformity. Also adding long casting times to everything just makes the game boring and slow. Half of the actual ‘skill’ in the game is knowing your opponent to be able to dodge key attacks and CC. Taking certain utilities (stunbreakers) with you is part of your choices as a player. Do you want this stunbreaker, or that utility that adds more dps? Make the choice.

Honestly your suggestions take away skill and dumbs down combat and the game itself.

I’m sorry, but learn to play dude.

Genesis Theory [GT] – Henge of Denravi

ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

What does the warrior? all set with the profession and taking analysis in individual sections, utilities, etc… so thinking of getting a game “balanced” when the basic mechanics creates imbalances and make the game too easy (eg, stability, features that are activated yourself and make it immune to damage, CC, etc…). The only way to get a igoco where it counts only the skill of the player (as opposed to 80% of the build) is to remove the mechanics that make the game easier, and this is not a discroso limited to the individual professions who plays etc… high levels understand.

ideas to make the game skill based

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Posted by: Grimreaper.5370

Grimreaper.5370

What does the warrior? all set with the profession and taking analysis in individual sections, utilities, etc… so thinking of getting a game “balanced” when the basic mechanics creates imbalances and make the game too easy (eg, stability, features that are activated yourself and make it immune to damage, CC, etc…). The only way to get a igoco where it counts only the skill of the player (as opposed to 80% of the build) is to remove the mechanics that make the game easier, and this is not a discroso limited to the individual professions who plays etc… high levels understand.

You have a lot of good ideas IMO. making all CC have say, a 1 second cast timer provides too long of a reaction time window IMO, I agree a good majority of abilities that provide some form of cc should have a small cast time window, but not anything too drastic, maybe 3/4 or maybe even 1/2 of a second. A very competitive player could dodge something in a 1/2 of a second time frame if the ability also had a very distinguished cast animation(from beginning to end). Some CC abilities do deserve to be instant.

Before tweaking any cast timers, I believe making all casted skills have a very unique and distinguishable animation as well as a unique stance based upon current weapon selection would be a step in the right direction.

As for a few seconds of god mode, I think thats quite alright for classes like warrior (Note I don’t play one, I main an elementalist). Although I do feel there needs to be some form of indication that says, “I’m in full on bunker stance” for any form of god mode. Mist form for example has a very great indicator that screams, “you can’t hurt me right now!”

I don’t think CC length should be shortened, but I do believe there should be a small immunity timer that makes CC like immobilize(just an example) last a slightly shorter duration if the player has already been immobilized recently.

(edited by Grimreaper.5370)

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Posted by: Carighan.6758

Carighan.6758

I want to add one thing:
This is a RPG. A RPG is quite based around char progression, not only player progression.

And while I agree with a lot of “this needs to be more skill-based”, I do think there needs to be a limit to this. RPGs mostly aren’t aimed at the pro-gamer market, there’s specialized games with RPG-y progression systems for that like MOBAs or many modern shooters.

Because in the end, such changes bring with them the risk of the escalating mistake system MOBAs, and that’s the cornerstone of why their communities are generally so toxic.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: digiowl.9620

digiowl.9620

I sometimes wonder if GW2 was intended as a MOBA, until NCSoft told them to make a MMORPG or can the project completely.

ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

Thanks for the replies, however my only ideas are to be taken as a starting point.

I like it the style of GW2 and I believe that the people behind its creation are very competent, but should aim to make the game more dependent on the skill of the player, removing certain mechanical oversimplify the game and puntanto to make it more complex (eg . aumentanto skills bivalent, that is, with two effects), and not to please the players asking for nerf freewheeling without realizing that there is much more to be “corrected” to the basics of the game.

I hope to be clear, I use google translator.

ideas to make the game skill based

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Posted by: Carighan.6758

Carighan.6758

@DejaVu
As much as I find it personally weird – because I always considered myself a pretty bad player beforehand – WoW taught me that a giant amount of the playerbase of MMOs is far from the level of gameplay skill you credit them with.

The reason is that they’re not “gamers”. Or rather they are, but not in the sense we tend to think about it. They play these games because family, friends or loved ones play them. And they love their MMO. They’re among the most dedicated and loyal players, and a very integral part of the playerbase.

And they play bearbow, and struggle to play it right. I’m not joking.

In other words, making the game more complex would be cutting off a major portion of the playerbase, most likely. And they would argue that you (or me, or us :P ) are the minority, and they’d be kinda right.
So basically what I’m saying is, any change done needs to ideally either keep complexity where it is, or reduce it. It’s fine to increase depth ,but complexity has to go down, too. One of the reasons I have trouble getting some WoW-friends to try GW2 is exactly that it’s too complicated for them.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

ideas to make the game skill based

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Posted by: Grimreaper.5370

Grimreaper.5370

@DejaVu
As much as I find it personally weird – because I always considered myself a pretty bad player beforehand – WoW taught me that a giant amount of the playerbase of MMOs is far from the level of gameplay skill you credit them with.

The reason is that they’re not “gamers”. Or rather they are, but not in the sense we tend to think about it. They play these games because family, friends or loved ones play them. And they love their MMO. They’re among the most dedicated and loyal players, and a very integral part of the playerbase.

And they play bearbow, and struggle to play it right. I’m not joking.

In other words, making the game more complex would be cutting off a major portion of the playerbase, most likely. And they would argue that you (or me, or us :P ) are the minority, and they’d be kinda right.
So basically what I’m saying is, any change done needs to ideally either keep complexity where it is, or reduce it. It’s fine to increase depth ,but complexity has to go down, too. One of the reasons I have trouble getting some WoW-friends to try GW2 is exactly that it’s too complicated for them.

Heres a simple solution, Throw noobs on a warrior :P Some classes should have the potential of a more complex and skillful playtype for us players who like things being more hardcore.

ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

@DejaVu
As much as I find it personally weird – because I always considered myself a pretty bad player beforehand – WoW taught me that a giant amount of the playerbase of MMOs is far from the level of gameplay skill you credit them with.

The reason is that they’re not “gamers”. Or rather they are, but not in the sense we tend to think about it. They play these games because family, friends or loved ones play them. And they love their MMO. They’re among the most dedicated and loyal players, and a very integral part of the playerbase.

And they play bearbow, and struggle to play it right. I’m not joking.

In other words, making the game more complex would be cutting off a major portion of the playerbase, most likely. And they would argue that you (or me, or us :P ) are the minority, and they’d be kinda right.
So basically what I’m saying is, any change done needs to ideally either keep complexity where it is, or reduce it. It’s fine to increase depth ,but complexity has to go down, too. One of the reasons I have trouble getting some WoW-friends to try GW2 is exactly that it’s too complicated for them.

Unfortunately, you’re right, I also know people who find GW2 complex… will I ever see an MMO competitive where it counts to 85% of the skill of the player without that nothing else affects a fight?….

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Posted by: oZii.2864

oZii.2864

Unfortunately, you’re right, I also know people who find GW2 complex… will I ever see an MMO competitive where it counts to 85% of the skill of the player without that nothing else affects a fight?….

Not if the developers want MMO players. I am a fighting game enthusiast at heart those have always been my first love. GW2 is just about the perfect blend for me in a MMO without it being to much spreadsheet fighting. My favorite fighting games are the Tekken and Virtua Fighter series which are complex compared to say Street Fighter. Street Fighter is a great middle ground game because it is just complex enough and has just enough depth to the characters but it isn’t as deep as Virtua Fighter series. Street Fighter is more popular then Virtua Fighter and Tekken because it strikes that middle ground balance(and it was the original).

How I view GW2 it has just enough depth in the fighting that you can overcome rock v scissors if you are a better player but it isn’t to complex to alienate alot of people.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

ideas to make the game skill based

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Posted by: DejaVu.9825

DejaVu.9825

At least remove some mechanical oversimplify the game… and that generate imbalances such as stability, passive traits that are activated by themselves and make it immune to damage, CC and conditions, to give everyone the ability to get the armor of an armored heavy, standardize the HP of all, in short, remove the mechanical ones that generate imbalances and make the game too easy. Right now GW2 is based on the build to 70%, because certain mechanical properties make it possible, and this is very limiting for both the casual and hardcore gamers who are forced to play with certain builds.

I wonder: in some games has frequently criticized equipment 70%, GW inceve counts more than anything else… was obliged to build the difference? the skill of the player is also limited. I am not seeking the perfect game, but at least bring the skill of the player to be more pronounced seems to me the least.