ON THE TOPIC OF ONGOING PERFORMANCE ISSUES
I’m not some computer tech person, but reducing the amount of calculations the server needs to process in real time would help performance right? So here are the ideas, but let’s look at what Ben P said first…
“We considered the nerfs for passives in WvW. But in the end we were really concerned that the reduced defenses would make large group fights a lot less fun. There are just too many AOEs being flung around.
I'd welcome more discussion though.”
So these are my server performance, toning down passives and tackling the “too many AoEs” problem ideas (that hopefully makes room for a melee meta to coincide with the AoE meta too)… https://en-forum.guildwars2.com/discussion/44028/ideas-to-tone-down-offensive-aoes
*Do offensive AoEs have to be 5+ targets? Can we make them all 3 targets ACROSS THE GAME and up the damage to compensate?
After toning down AoEs, we can then look at tackling “passives”, and changing some traits into actual skills instead (sample included later)… https://en-forum.guildwars2.com/discussion/71738/profession-development-path-forward-proposals. This way gameplay becomes more active (I use x skill to generate x effect), with less on-trigger/conditional effects the game needs to account for and process.
*Do we really need Combo Fields https://wiki.guildwars2.com/wiki/Combo adding additional layers to calculations? Can't some effects just be assigned directly to skills like in the suggestions below?
ON THE TOPIC OF ONGOING BALANCING
1... PHASE 1 BALANCE IDEAS- While the team is collecting data on skills in wvw and spvp for future balance updates, let’s look at the thoughts of developers from an RvR game in the works and from the Anet team… https://en-forum.guildwars2.com/discussion/88428/mark-jacobs-has-the-right-ideas-about-combat-and-anet-has-the-tools-to-do-something-about-it and then my ideas based off of them https://en-forum.guildwars2.com/discussion/28024/increasing-ttk-undoing-old-split-changes-and-eliminating-skill-splitting
*Some additional things to consider in regard to low TTK here… https://en-forum.guildwars2.com/discussion/70681/a-different-angle-to-the-low-ttk-issues
2... PHASE 2 BALANCE IDEAS- From my perspective, the team makes balancing professions for the game 10x harder than it should be, and are missing opportunities to produce more things (weapons, skills, e-specs) more frequently because of the current design boxes… Things to consider going forward that tackle things surrounding professions… https://en-forum.guildwars2.com/discussion/71738/profession-development-path-forward-proposals and https://en-forum.guildwars2.com/discussion/62555/putting-fun-back-into-designs-and-balancing
SAMPLE PROFESSION DESIGN USING PHASE 2 BALANCE IDEAS
• REMOVE trait selection https://wiki.guildwars2.com/wiki/List_of_guardian_traits from the equation and ADD TRAIT EFFECTS to https://wiki.guildwars2.com/wiki/List_of_guardian_skills
• All weapons are usable regardless of E-Spec
• Selecting an E-Spec gives you access to that spec’s special mechanics and slot skills.
• The team makes new weapons, slot skills and mechanics WITHOUT the need for traits in that equation. That way there is better control over balance and the team can focus on producing more weapons and slot skills to use.
EXAMPLES OF NEW SKILLS WITHOUT ACTUAL TRAITS…
WEAPON- New Guardian Greatsword gets this added to it automatically… https://wiki.guildwars2.com/wiki/Zealous_Blade “Your power is increased. Gain additional power while wielding a greatsword. Your greatsword skills have reduced recharge.”
1- https://wiki.guildwars2.com/wiki/Strike - https://wiki.guildwars2.com/wiki/Vengeful_Strike - https://wiki.guildwars2.com/wiki/Wrathful_Strike
2- https://wiki.guildwars2.com/wiki/Whirling_Wrath 6s recarge
3- https://wiki.guildwars2.com/wiki/Leap_of_Faith 9s recharge
4- https://wiki.guildwars2.com/wiki/Symbol_of_Wrath 15s recharge
5- https://wiki.guildwars2.com/wiki/Binding_Blade 20s recharge
SLOT SKILLS- New Dragonhunter Traps are revamped with https://wiki.guildwars2.com/wiki/Piercing_Light
Sample Traitline effects revamped using https://wiki.guildwars2.com/wiki/Zeal
*I threw the above Guardian stuff together without taking other factors into account, just so I can explain my ideas better. As you can see by the example, some traits can be incorporated into current weapons and slot skills, some can be made into actual slot skills, some traits can be directly added to weapons and slot skills, some added to future weapons and some just trashed entirely… But again, the MAIN FOCUS of all this is to clean up and organize Profession so the team can produce more weapons, more slot skills, more e-specs… and to be able to balance more effectively going forward.