Showing Posts For BrbWaffles.9183:

A Compromise to Replace the Bleed Cap

in Suggestions

Posted by: BrbWaffles.9183

BrbWaffles.9183

I’ve noticed that the GW2 Conditionmancer builds seem to be specifically focused on stacking bleed damage as much as possible, and there aren’t really any other focuses for condition-damage based builds for the Necromancer. Either you stack bleed, or you choose a build that isn’t based around conditions. Personally, I think it’s a little odd for the developers to go through all of the trouble of making bleed damage the primary focus of the only Conditionmancer build in the game (even allowing the Necromancer to stack up to 133% additional condition damage if tweaked right), but leave the bleed cap at 25. This pretty much makes Conditionmancers and any other bleed-based builds among all classes more or less useless in group events.

But, I think I might have a compromise. If you want to nerf bleed stacking, but make it so that people who are trying to stack bleeds aren’t utterly useless, why not just apply diminishing returns to stacks passed a certain number.

For example:
First 20 stacks are full damage.
Next 40 stacks are half damage.
Next 80 stacks are quarter damage.
Next 160 Stacks are eighth damage.
Etc, etc.

I’m not saying these would be the exact numbers, just an illustration to get my point across. I would rather have players do less damage and feeling helpful than players doing no damage and feeling useless. I also don’t want ridiculously overpowered and underpowered mechanics in the game. I think with correct tweaking, a system of diminishing returns applied to bleed stacks over certain thresholds would be an excellent compromise. Players would probably be happier no longer being completely useless and redundant.

(edited by BrbWaffles.9183)

Different Waypoint system.

in Suggestions

Posted by: BrbWaffles.9183

BrbWaffles.9183

There are some players who are severely dissatisfied with how the Waypoint system is currently managed, especially for high-level players. A lot of people are reporting that the higher their level, the the less money they end up having because of how necessary some Waypoints are for higher-level quests and higher-level map completion. I realize that everyone who wishes to play this game for the long-haul must exhibit at least some level of personal responsibility for their money and their time, but the cost of convenience at a high level is very punishing, and could benefit from a change.

I think a system that adjusts the cost of Waypoints to that of the immediate region rather than the level of the player would be ideal. I realize that this is by no means a new suggestion, but I have an additional suggestion that I feel could improve the way people use Waypoints in GW2. Perhaps the cost of a Waypoint should be variable in relation to your proximity to a nearby Waypoint. Perhaps if you’re within a zone around a Waypoint, and you’re fast-traveling cross-map, it could be less expensive than simply fast-traveling from where ever you happen to be, not being near a Waypoint. Think of it as the difference between a bus and a taxi. If you’re willing to make your way to the bus stop, you get a discounted trip compared to the trip provided by a taxi, which will accommodate you anywhere at an extra cost.

My suggestion is to make Waypoints a certain percentage cheaper if you’re fast-traveling from another Waypoint, and more expensive if you’re not near a Waypoint at the time you fast-travel. I feel that this may sufficiently punish players who are abusing Waypoints, and slightly reward players who will take the time to actually go to a Waypoint to fast-travel.

Tell me what you think!

Craft button missing

in Bugs: Game, Forum, Website

Posted by: BrbWaffles.9183

BrbWaffles.9183

Self explanatory.

Attachments: