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To the Devs: Horizontal Gear Progression

in Guild Wars 2 Discussion

Posted by: Exxcentric.5146

Exxcentric.5146

Would love to hear what others think

To the Devs: Horizontal Gear Progression

in Guild Wars 2 Discussion

Posted by: Exxcentric.5146

Exxcentric.5146

For example, on berserker armor:

Select 1 of : Power/Precision/Critical Damage

Select 1 major boon/skill alteration. This could be things be things like:

1. % fury increase (+3% per selection on each piece of armor)

2. % fury duration (5% per selection)

3. +1 increased might on completion of a fire combo blast finisher. (non stacking)

4. +1 increased might per activation of a fireshield (non stacking)

5. Creation of a fireshield on hit (100% with 15 second cooldown)

6. Class:
A. Elementalist: Air skills have a +10% chance to critical hit
B. Guardian: Heal skills have a 10% chance to critical hit
C. Engineer: Elixers grant +10% might duration (non stacking)
D. Warrior: Hammer skills grant might on knocking down or knocking back an opponent (8 sec cooldown)
E. Mesmer: Mind Wrack deals +10% critical damage (non stacking)
F. Necromancer: Conditions have a 8% chance to critical hit
G. Thief: Backstabbing an opponent grants 8% fury increase for 5 seconds (10 sec cooldown

7. Racial:
A. Charr: Grants an additional 2% damage while under the effect of might
B. Norn: Retalition damage is increased by 8%
C. Human: Gaining might also grants 3 seconds of regeneration
D. Asura: Gaining fury also grants 3 seconds of protection
E. Sylvari: Gaining fury also grants aegis (3 seconds) (10 second cooldown)

Select 1 minor skill/boon alteration — similar to but less impactful than the major ones. Likely these should all be either all stackable or all non-stackable (dependent on the implementation).

Then if you wanted to change what you had selected you would visit the NPC to reset all back to blank and allow you to reselect the attribute/major and minors on each piece of armor.

This would give reason to purchase different armor sets dependent on the particular buffs you were after (not just the primary attributes you want) and likely would increase rather than decrease the number of armor sets being traded around the game.

Would also allow for more gear to be rapidly introduced by ANET without the gear treadmill problem, as your getting the new gear for the major and minor (not the stats), would greatly increase build variability across the game, would allow for a mix max capacity that is never going to be able to be accessible with the current setup. Would make stats important (Lower the base health pool of everyone and increase the ratios of the bonus stats provided by gear) and is the ultimate in horizontal gear progression IMO.

(edited by Exxcentric.5146)

To the Devs: Horizontal Gear Progression

in Guild Wars 2 Discussion

Posted by: Exxcentric.5146

Exxcentric.5146

Ok due to formatting constraints with this thread creation system, I will post a summary here and attach a word document for those wishing to read deeper. I would appreciate it if you did not comment unless you have read the word document.
The word document is available at :
https://docs.google.com/document/d/1yss3KwHevWyeRzh6ttgld0vTvNi-CZtohlaGcdw4P0w/edit?pli=1

Summary:
GW2 gear currently consists of an interaction between 1, 2 or 3 of a characters attributes (dependent on level of the gear).
By definition this interaction is known colloquially as a “stat stick”. This is where an item in game passively provides basic attribute bonuses with no gameplay or game centric (where players must activate or meet certain requirement to get a desired effect) play. Several arguments can be identified for and against when “stat sticks” are used.
Pros:
? Easy to balance, attributes can only be affected by a limited number of variations
? Low entry point for new players, limits the learning curve
? Provides uniformity to character types and playstyles, makes content creation easier.
Cons:
? Limited capacity for players to make big alterations to their play style
? Low entry point also limits the capacity for a high risk reward environment
? Limits the ability for a player to feel “unique”
? Prevents invention, versatility, and creativity
? Alteration to a basic attribute affect a very large proportion of the playerbase

“It all gets back to our basic design philosophy. Our games aren’t about preparing to have fun, or about grinding for a future fun reward. Our games are designed to be fun from moment to moment.” (https://www.guildwars2.com/en/news/guild-wars-2-design-manifesto/).The biggest problem with usage of the"stat stick" for myself personally within GW2, is that it breaks this moto. The usage of this gear type literally encourages a gear treadmill, which ANET has said they will try to avoid, regardless of how the developer attempts to steer clear of it, and we have begun to see this occur with the introduction of ascended gears.

Going forward:
While GW2 is a brilliant game, no doubt, I think they missed the mark slightly with their gear setup. Whilst every other feature involves a game centric model as I have tried so markedly to point out, the passivity of the gear , which is what people spend the MAJORITY of their time trying to earn, has little to no game play effect.

So as an alternate here is my proposal:
• Gear, like traits, should be re-settable, by an NPC for a cost.

• Each “piece” of gear should have its own selectable stats.

• Gear should have provide 1 major stat (selectable from the 3 already provided by each armor set — ie Power/Precision/Critical Damage).

• Gear should have 1 major boon/skill alteration selectable from a list of 5 to 7 from a dropdown box. If possible this should include a class and racial buff. Further, the major boon/skill alterations should slightly overlap between armour sets (examples provided in the word document)

• Each piece of gear should have a minor skill/boon alteration, similar to the major but with a smaller but more specific bonus. There should be a wide array available of these if possible to maximise build variability.

• High level karma/temple/WvW and Ascended armours should have a unique skill/buff alteration to make them interesting, but not limit the usage of crafted gear.

So this alternate system produces a situation where the gear treadmill is not defined of a stat stick type of position but more off an interest in trying different builds. Primary stat changes would have a much lower effect on the general player population as builds would be defined by the skill/boons alterations as much as the primary stat. Whilst this would increase the complexity of the game in general, the ability to reset gear stats would provide the casual gamer with ample opportunity to familiarize themselves and alter their playstyle. Using the current system of gear (ie strong/mighty/berserker or assassins) the introduction of the skill/boon alterations would be introduced gradually to new players, and prevent them from having an immediate the confrontation of the system. And new gear could be more interesting and more simple to introduce, not just an up in stats but an alternate set of available selections. It would require players to interact with their gear to maximize the potential from it, instead of just having a generic passive and this would cease alot of the “armour set or kick” that is occurring at the moment. And finally, it would increase the capacity for players to mix and match gear sets, which would great benefit the in game economy. This could also be applied to weapons.

Would love to hear from a Dev with regards to this.
Exx

(edited by Exxcentric.5146)

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Exxcentric.5146

Exxcentric.5146

as an afterthought ….
wat they should do is make all the armor just armor +1 major stat.

and then provide dropdown boxes (the coding is already there it was there for the MF reset and legendaries) to select and choose stats from a bunch of buffs altering stats.

Different gear sets could have access to different (but overlapping) buffs…. ie Zerkers could get fury/might/swiftness altering stats, while say clerics could get ability to critical on heal/condition removal on **** effect/condition duration decrease/swiftness/ etc…

This would not be overly difficult to implement… and sure it could lead to imbalances, but it was these imbalances and the fact that we didnt have cheesecutter builds in GW1 that made that such an exception game.

This would also not invalidate temple gear etc stuff that has been grinded for because you could give these gear sets access to special/additional stat choices and would make the ENTIRE game more interesting (not that i dont love it now, just saying that let the players choose, dont force them more and more into corners!!)

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Exxcentric.5146

Exxcentric.5146

Well, just my 2 cents….

Somehow i think that crit damage is going to be changed from a linear stat to a logarithmic on (its been done on several MMO’s and most effectively; of those i have played; on LOTRO).

Its an easy fix and easy implementation.

However, IMHO, I think the biggest problem with stats at the moment is the fact that gear influences such a minor number of stat options.

In particular the grouping of power with critical damage and precision, was not well thought out and even the changing of the crit stat to a log statistic wont affect direct damage builds too much while u can access all 3 major direct damage stats from 1/2 armor sets (zerk/assassins). There needs to be some tradeoff, or gameplay centric requirements for the other stats to have a look in. And some access to altering buffs that are currently available.

Ie. Crit damage/fury %bonus +/fury duration would have been a much more interesing stat than pow/pre/critdamage

or Condition damage/%might scaling/Confusion duration

or Precision/Invisiblity LOCKOUT duration reduction/Movement speed

or Power/%Retaliation damage increase/apply protection on being hit (with cooldown as opposed to %chance so i actually know when i get to use it!)


well i am sure u get what i am trying to say… the limited amount of stat changes make the builds extremely stale when it comes to gear stat selection and so of course ur gonna get 99% go direct damage for no requirement of skill or though of gameplay when it stares u in the face every time u hit the trade post.

anyway, i dont think the change will be anything major. It will likely be a diminishing returns system as opposed to a major removal. Prbly like armor set will set of diminishing returns, and trinkets will give u very little bonus… still something but not value for money…. etc.

had high hopes that the ascended gear would not go down the same lines as the old stuff but with +10 stats but oh well. /sigh

:)
exx