Jump to content
  • Sign Up

Stream Feedback- Multiple Topics


Recommended Posts


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?


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




• 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.


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_Strike2- https://wiki.guildwars2.com/wiki/Whirling_Wrath 6s recarge3- https://wiki.guildwars2.com/wiki/Leap_of_Faith 9s recharge4- https://wiki.guildwars2.com/wiki/Symbol_of_Wrath 15s recharge5- 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.

Link to comment
Share on other sites



Raymond Lukes asked before how the Alliance System could be beneficial for roamers https://en-forum.guildwars2.com/discussion/88433/answer-to-what-is-beneficial-in-the-system-to-roamers … Long story short, the most important factor is that all professions be given the opportunity to have decent roaming builds. The hallmarks of decent roaming builds are mobility and positioning skills while in combat. So how can we make this happen, while also using the World Ability Point system? Here is one idea…

We break up the current list of World Abilities into 3 categories… General, Large Scale and Small Scale. ALL World Abilities need to be unlocked before use. Players will always have the “General” section in use, while having to choose between “Large Scale” and “Small Scale” being active at any given time.

General World Abilities (These would be examples of World Abilities that are always active.)

  • Mercenary's Bane- Total Cost: 15
  • Guard Killer- Total Cost: 35
  • Supply Master- Total Cost: 15
  • Supply Capacity- Total Cost: 145
  • Defense Against Guards- Total Cost: 35
  • Provisions Master- Total Cost: 55
  • Repair Master- Total Cost: 15
  • War Gliding Mastery- Total Cost: 60
  • Warclaw Mastery- Total Cost: 166

*Total World Ability Points needed to Unlock the “General World Abilities” is 541

Next, we can have players select which style of build they want to play while in WvW. A player can only have one of the two active at any time. These skills have to be unlocked with World Ability Points to be usable. If a player wants to switch playstyle then they have to deactivate one group for another. The two categories to choose from…

Large Group World Abilities

  • Burning Oil Mastery- Total Cost: 60
  • Catapult Mastery- Total Cost: 60
  • Siege Bunker- Total Cost: 35
  • Shield Generator Mastery- Total Cost: 60
  • Build Master- Total Cost: 15
  • Cannon Mastery- Total Cost: 60
  • Arrow Cart Mastery- Total Cost: 60
  • Siege Golem Mastery- Total Cost: 60
  • Ballista Mastery- Total Cost: 60
  • Mortar Mastery- Total Cost: 60
  • Siege Might- Total Cost: 35
  • Trebuchet Mastery- Total Cost: 60
  • Flame Ram Mastery- Total Cost: 60

*Total World Ability Points needed to Unlock the “Large Group World Abilities” is 685

Small Scale World Abilities Ideas from my threadhttps://en-forum.guildwars2.com/discussion/9804/idea-wvw-only-movement-skills

Selecting this set of World Abilities unlocks the use of special Slot Skills a player can choose from, with restriction… Please read the thread for more detail, but this would be the gist… Player unlocks this set of World abilities and can choose from only 2 groups of Aspects slot skill pools to be use at any given time. The 2 can be reset while out of combat or at the World Ability Master. Let’s calls these “World Aspect Skills” for lack of a better name… *

Aspects of the Zephyrites- Total Cost: 137 to unlock all slot skills


Utility Skills

  • Aspect of Lightning- Passive skill. Global 25% cooldown reduction to all weapon and slot skills. Does not stack with other cooldown reduction traits. Total Cost: 30
  • Aspect of Sun- Passive skill. In combat forward, strafing and backpedaling movement speeds are all 210 units. Total Cost: 30
  • Aspect of Wind- Ground target skill. Gust of wind pushes you 600 units. Total Cost: 30
  • Elite Dodge Skill- Whirlwind when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Nuhoch- Total Cost: 137 to unlock all slot skills


Utility Skills

  • Aspect of Balance- Passive skill. 25% chance to be immune to float, knockback, knockdown, launch, pull and sink effects. Total Cost: 30
  • Aspect of Nuhoch- Passive skill. Jump forward 600 units. Total Cost: 30
  • Aspect of Potoni the Massive- Ground target skill. Jump 600 units. Jump height is doubled. Total Cost: 30
  • Elite Dodge Skill- Leap when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Itzel- Total Cost: 137 to unlock all slot skills

https://wiki.guildwars2.com/wiki/ItzelUtility Skills

  • Aspect of Whatever- Passive skill. 25% reduction to all critical hits. Total Cost: 30
  • Aspect of Itzel – Passive Skill. Stealth perception 600 units. Total Cost: 30
  • Aspect of Bladedancer- Ground target skill. Teleport 600 units. Total Cost: 30
  • Elite Dodge Skill- Teleport when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Exalted- Total Cost: 137 to unlock all slot skills


Utility Skills

  • Aspect of Flight- Passive skill. 25% reduction to all AoE ground target damage. Total Cost: 30
  • Aspect of Exalted- Passive skill. “Water walking” and no falling damage. Total Cost: 30
  • Aspect of Tarnished Sage- Ground target skill. Hover 600 units. Total Cost: 30
  • Elite Dodge Skill- Become a golden ball of light when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

Aspects of the Dwarves- Total Cost: 137 to unlock all slot skills


Utility Skills

  • Aspect of Stone- 25% reduction to all condition damage. Total Cost: 30
  • Aspect of Dwarf- 25% Increased skill speed. Total Cost: 30
  • Aspect of Jalis Ironhammer- Ground target skill. Charge 600 units. Total Cost: 30
  • Elite Dodge Skill- Charge when you dodge. 300 units. 50% damage reduction. No evade. Total Cost: 47

*Total World Ability Points needed to unlock all “Small Scale World Abilities” is 685. Same as “Large Group”.

CRAZY IDEA FOR ALL THOSE EXTRA 404 HERO POINTS (and because the team made a Core Event Week)...



“Secondary profession system that allows for Cross profession CORE weapon slotting...• Example… A character has to earn 20 secondary profession levels to unlock the use of core weapons from 1 other profession. Each core weapon gained requires use of Hero Points (and we have an excess of 404 Hero Points currently).• Players can unlock all secondary professions, and their core weapons, but only 1 secondary profession and set of core weapons can be used at any given time.• ONLY weapons can be unlocked, not anything else related to other professions.”

Link to comment
Share on other sites

ON THE TOPIC OF “What do you want to see for wvw?”

ON THE TOPIC OF “Why aren’t players using Veil?” (IIRC that was the question)

In most fights, large and small scale, there are too many AoEs everywhere, so group Stealth is not a useful skill to take. These following ideas are going to tackle a couple of different topics that are related… The Stealth designs in this game have not been the best, or most healthy, in wvw and spvp since the game launched either…

Stealth related ideas to have a better stealth counter play and usefulness in competitive modes… https://en-forum.guildwars2.com/discussion/88414/please-fix-broken-stealth-mechanics-here-are-some-constructive-ideas-for-inspiration and the actual idea... https://en-forum.guildwars2.com/discussion/60005/concentration-stat-as-a-counter-to-stealth

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Create New...