Economic/cost-effective considerations of changes for the ArenaNet team in the context of Guild Wars 2.
The purpose of this post is to express thoughts. The point is not to evaluate and discuss examples given, but to make suggestions that might be attractive for ArenaNet to implement. These first lines are an attempt to collect further contributions with solution-oriented ideas.
Possible aspects for this topic could be:
WVW
Reasons or suggestions for changes in WvW for the motivation to farm points for the team:
Examples:
- Reward the winner of the week (e.g. Team Blue) with a magic sense buff that lasts for a week afterwards.
- Reward the winner of the week with 1 pip buff, which lasts for the next week.
Just a thought:
- Additionally, I would like all long term players to have something collectible in the long run. Since the armor or stats of the players should not be upgraded to keep the "balance" (patch etc.) among each other, it would be possible to change fortress strengths or find some kind of "reward" for the players and let them invest there. For example, when player blue gets close to the guards/fortress blue, this fortress receives an aura that is given to all blue defenders.
What the buff scales with and how extreme can be determined individually. (For example, depending on the WvW level or other unlockable options that can be added).
Note: Boonball (or teleporting far away) has a frustrating effect on the opposing player, as their entire character progress (armor, stats, damage, etc.) is completely ignored for seconds. The seconds of invulnerability are one-sided, as the "Invulnerable" player benefits and the "Frustrated" player does not. Afterwards, it is often not just one "Frustrated" player who is involved in this situation, but several "Frustrated" players. Conclusion: the overall content of the situation has a negative effect.
PVE
In PvE, I want something that can motivate me in the long term and that I can experience (regardless of the Legis). I could imagine that this "something" is more satisfying if it can be invested in character progression. Progress means something easily changeable in the realm of possibilities in the context of GW2 philosophy. Satisfying can be a stat change that offers comfort and not strength (no increased condition damage or increased precision). Since these changes can be altered by numbers (without visual effects etc.) it would be economically and financially attractive to program.
In conclusion, my thoughts may contain errors (blind spots that I don't see) but still cause consideration by the reader. It doesn't matter how the thoughts are evaluated, the party deciding on changes is primarily ArenaNet. Please refrain from rating and bring more solutions in the comments.
Have fun thinking creatively and getting involved!