Q:
The purpose of this thread is to facilitate discussion on balancing the guardian’s skills and traits and address current flaws; all while simultaneously accounting for interprofessional balance.
Message to the community
Feel free to drop feedback in this thread. I read everything here and will make changes if necessary. There is a lot of content. Please save your responses as sometimes the forum “bugs out” and eats your response.
Cast a vote on the strawpoll link above after reading the suggestions to share whether you approve or disapprove of these suggestions.
Message to the ArenaNet developers
Please take a look at these suggestions, and consider them for a future patch.
Updates
- 03/10/2016 – Beta revision 2 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
- 03/10/2016 – Beta revision 1 completed. Feedback results: 2.38/4 from 24 voters Screen cap
- 03/03/2016 – Beta revision 1 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
- 03/03/2016 – Public alpha draft completed.
- 02/29/2016 – Public alpha – Undergoing heavy construction. Please hold off on commentary until document reaches “Beta”
FAQ
Why should ArenaNet be concerned about balance?
A balanced game is a critical aspect that can not be ignored if ArenaNet has any aspirations of making the game successful in the E-sports scene. In order for a game to become a popular sport, there are 2 major requirements: accessibility and consistency.
ArenaNet made a good move to make the game more accessible to the masses by making it free to play, but the game is still inconsistent in terms of balance. This is why the meta-shifting approach to balance is not effective. It’s easier to implement, but yields lower quality results and fails to cultivate the potential profits of a game that’s popularized by the E-sports scene. Why’s that?
Because every time there’s a meta-shift, you force a player to relearn a profession, and it takes away the momentum from the player to build upon, as well as from the audience. Without consistent balance, players can not become masters of their craft and the audience will have a tougher time following it- the game will never achieve the “easy to play, hard to master” aspect many competitive games have. On the flipside, when proper balance is achieved, the game will have a greater chance at succeeding at the e-sports scene.
What’s your approach to dealing with imbalance?
There are many ways to balance a game: Power Creep, Nerf Bat, Meta Shift, and Equalize. (see attached image for visual)
- Power creep: Raise the power of weak abilities to match the strong
- Nerf bat: Reduce the power of the strong abilities to match the weak
- Meta shift: Take turns in what’s strong and weak (Current model for ArenaNet)
- Equalize: Reduce the power of the strong, raise the power of the weak. Achieve equilibrium
I have done my best to avoid the meta-shift, nerf bat, or power creep approach when it comes to balance, and opted to deal with the imbalance issue using the equalize approach. These ideas are cultivated through thorough deconstructions of the profession in order to create an ideal and balanced profession. The suggestions are then presented to the forum for further refinement. I will try my best to collaborate with everyone, but understand that I won’t be able to achieve full consensus on every suggestion.
I intend to give all professions the same treatment so no one profession is stronger than the other.
I disagree with your changes
Tell me why and what should I do to achieve balance? Allow me to gain your perspective so I can refine these suggestions.
Preview (Traits)
Due to the size of the project, a summary won’t fit in this forum post (1500 message limit). Below is a preview of some trait changes. See spreadsheet for more in depth explanations as well as weapon and skill changes.
Zeal
- Zealot’s Speed: Made into symbol of swiftness, proc on boons
- Fiery Wrath: Reduce damage
- Wrathful Spirit: Gain regeneration
- Zealous scepter: Increase blast and inflict burn (see spreadsheet)
- Vituous Speed: Increase movement speed
- Glacial Heart: Ice blast on crit
- Fervous Precision: Gain precision
- Zealous Blade: Increase base heal decrease coefficient
- Expeditous spirit: Increase damage
- Shattered aegis: merge with pure of heart
- Symbolic avenger: Increase symbol size, inflict cripple
Radiance
- Protector’s impact: Create ring of warding on fall, gain aegis, blind foes
- Fanatic Swords: Gain movement speed and attack speed bonus on trait proc
- Radiant fire: Reduce cooldown, change to proc when struck with crit, only available when using torch
- Retribution: Reduce damage modifier
- Smite the heretic: Smite foes you disable
- Amplified wrath: Remove ICD, reduce burn duration, foe can be burned once per second
- Inscriptions of justice: Virtue of Justice uses signet of wrath, remove light aura
- Radiant resistance: Counter vs boon steal/corrupt/rip
Valor
- Valorous defense: reduce icd
- Focus mastery: Gain resistance
- Smiter’s boon: Gain retaliation
- Vengeful spirit: Increase damage vs foes that kill a nearby ally
- Stalwart defender: Reduce incoming damage with shield
- Writ of persistence: Increase healing, symbol duration, remove size increase
Honor
- Peaceful mace: Gain healing power if you havent attacked in combat
- Resonating symbols: Symbols grant stability
- Honorable staff: See spreadsheet
- Altruistic Strength: Increase damage when you grant allies boons
- Intrinsic Healing: Applying boons on allies heals them, not on self
- Aegis master: Aegis you apply reflect projectiles with increased crit chance and weakness, gain increase damage when you have aegis
Virtues
- Retaliatory Subconcious: reduce cooldown, increase retaliation duration
- Second coming: When defeated, temporary rise and use one last skill (tome)
- Resolved transcendence: Improve resolve’s healing abilities, reduce condi duration when resolve is not on cooldown
- Brave soul: Courage grants aegis more frequently, reduce inc damage when courage is not on cooldown
- Supreme Justice: Justice burns more frequently, gain increased damage while justice isn’t on cooldown
- Power of virtuous: remove virtue cooldown benefit, edit virtue baseline cooldown
- Absolute resolution: Activate remove 1 condition, grant nearby allies resolve’s passive
- Indomitable courage: Courage break stuns and grant stability, gain stacks when passive procs
- Permeating wrath: Justice’s passive deals aoe burn. Justice active increase crit chance on next hit
Dragonhunter
- Hunter reaction: Knockback foes when you jump twice
- Arrows of Spite: Longbow deals more damage and inflict weakness to foes not targeting you
- Soaring devastation: Remove immobilize (taken from skill)
- Zealot’s aggression: Cripple foes when strike with justice’s active. spear of justice is unblockable.
- Big game hunter: reduce vulnerability duration
- Leap of faith: Grant protection and resistance when wings reach allies
Other Balance Discussions
(edited by TheBravery.9615)