Before I get started, I thought I would tell you a small bit about my experiences with Guild Wars 2 so you will have a slightly clearer understanding of my position on the current status of the game. If you are not interested in this, feel free to skip the next three paragraphs (just below the the line) to move on to my suggestion/feedback.
I have played Guild Wars 2 for over 2,100 hours since early access, across several different characters. I have leveled 3 rangers, a guardian, a necromancer, an elementalist and a warrior, all to level 80 and have mid-range characters of the other three professions. Of those 2,100+ hours, maybe 20 of them have occurred in the past 3 months. If you can’t tell, I have grown somewhat bored with the game as of late, and I think I know the reason for it.
I feel there is a lack of strong variance for each of the professions. What I mean by this is that for each profession there appears to be one or two builds that used over any other. Now, as someone who has played a multitude of MMOs, I understand that this is generally the case, but one of the major draws to this game for me was the philosophy: “play the way you want”.
I have a habit of trying to play my characters in a way that is different from the ‘norm’. I try to make creative builds, something that is unexpected and still seems to get the job done, but this is something that is exceedingly difficult within Guild Wars 2. It becomes very hard to feel justified in playing the way I want when I do not feel that I am pulling my weight. When it becomes apparent (without any meters) that I could do more damage or do more healing or remove more conditions with another build, that is kind of a negative thing.
One of my suggestions for making professions become more unique is a combination of three things.
- Reduce the damage of conditions by a small percentage; increase base damage of skill
- Allow each player to have their own conditions on the target
- Give each class traits to add additional effects to their conditions
I will go over each of these in detail.
1. Reduce the damage of conditions by a small percentage; increase base damage of skill
The reasoning behind this is two-fold. If each player can have their own conditions on a target and each of these conditions were to gain an additional effect, the amount of damage conditions do, should be reduced. To help compensate for the overall damage loss however, the abilities that generate conditions should have their base damage increased as appropriate.
2. Allows each player to have their own conditions on the target
This change would essentially remove the barrier that is caused by having multiple condition users in a group. This change further reinforces the “play the way you want” philosophy by removing these barriers.
3. Give each class traits to add additional effects to their conditions
This is a way that would make each profession, and perhaps different builds of the same profession, distinct from one another. Thieves could have a trait that made their poison also have an accuracy reducing effect (5% miss chance), where Rangers could have their poison have a mild slowing (attack speed) effect. Elementalists could have their burns cause the target to take increased damage, while Guardians could reduce the damage their burn victims deal.
The ultimate goal behind this is to add uniqueness to game where I feel it is currently mundane.