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Dear Balance DevTeam


Yasi.9065

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Hello,

Ill keep it succinct:

Please make boon builds compatible with each other. Dont just focus on quickness and alacrity. Establish some basic ruleset, like: healer builds bring prot and regen boons, dps boon builds might and fury. Or some such - idc tbh. Just SOMETHING.

Because: the current state is just plain chaotic and a HUGE headache for forming parties.

 

Thanks.

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Also some sort of sense to boon duration for Quick/Alac builds. A bunch of builds require 0 boondur and relatively minimal work (hello new quickscrapper, soon to be corrected deadeye, existing harbinger, and a host of other builds). A bunch of builds require high boon dur and forced tight rotations just to maintain the Q/A cocaine (wth druid, new scourge, etc).

What is the design philosophy here?

Edited by Gaeb.2837
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I always felt like quickness and alacrity take important game elements too lightly. 

Maybe in some olden RPG, like Star Wars: KOTOR, where you give your character orders and watch them execute, attack speed is just another passive statistic, like armor points. But in GW2, which leans into action games turf a lot, characters are controlled more manually, so speed of your actions impacts flow of combat by a great measure. A gamedesigner is supposed to make sure it's not too slow and not too fast, which is hard enough by itself, and in GW2 we have two speed modes for each action – with and without quickness. 

And cooldowns are even more important. Maybe in context of purely damaging abilities and tough bosses it's just another statistic that affects DPS, but there are other kinds of abilities and encounters. If the cooldown of a defensive skill is too short you can become permanently invulnerable, if it's too long you can't use it reliably. If a cooldown on a crowd control skill is too short you can stunlock enemies, if it's too long, again, you can't use it reliably. And, again, balancing each cooldown is hard enough by itself, but in GW2 each skill has two cooldowns – with and without alacrity. 

A common argument against just removing quickness and alacrity entirely goes as "the game needs roles alternative to DPS, if dealing damage is all you can do in this game, since perfect balance is unachievable, there is always will be one or two builds that do it better than others, and everyone will play only them, finally, there are players who don't enjoy doing DPS rotations but still want to do group content, existence of boon support roles guarantee that every profession, spec and kind of player has a job".

It's valid, but boons provided by supports not necessary should be something like quickness and alacrity. And there is no need to make new ones, it can be good old might. What if they restrict might access across the board and make players build their characters to provide might for their group? 

And it doesn't even have to be boons. What if they restrict vulnerability access across the board and make cracking enemy armor into its own role?

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4 hours ago, Gaeb.2837 said:

Also some sort of sense to boon duration for Quick/Alac builds. A bunch of builds require 0 boondur and relatively minimal work (hello new quickscrapper, soon to be corrected deadeye, existing harbinger, and a host of other builds). A bunch of builds require high boon dur and forced tight rotations just to maintain the Q/A cocaine (wth druid, new scourge, etc).

What is the design philosophy here?

It's just how Anet is. I remember builds just randomly had 10 target target caps for 0 reason all the time. This is the exact same situation

Edited by Kozumi.5816
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5 hours ago, Gaeb.2837 said:

Also some sort of sense to boon duration for Quick/Alac builds. A bunch of builds require 0 boondur and relatively minimal work (hello new quickscrapper, soon to be corrected deadeye, existing harbinger, and a host of other builds). A bunch of builds require high boon dur and forced tight rotations just to maintain the Q/A cocaine (wth druid, new scourge, etc).

What is the design philosophy here?

Anet deisign Philosophy is not in the best interest for the players experiences or our freedom of choices. Anet best interest is in controlling our gaming experiences and using Favoritism dynamics and tactics,  to keep us, under their control and power like slaves

This is the state of the game; Control, Power and Dominance

Guild Wars 2 is under a Totalitarianism Philosophy 

(My question for Anet is, why do you want to control us so much? why are you preventing us for wanting to have a fun, healthy, enjoyable experience in your game? lastly, why are you playing favorites and bias...knowing that they are unhealthy for the players experience and to Guild Wars 2 reputation? We don't deserve your abuse of Power over us)

Edited by Burnfall.9573
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