10:46 pm, October 6, 2013
327
How to turn GW2 into GW1 without breaking the game
This thread is for everyone who agrees that GW1 was a better game than GW2. If you don't agree, stop reading now please.
The idea here is to build ideas on how to improve GW2 based on gameplay strengths from GW1. Please let's keep the Q.Q and flaming to a minimum, and don't feed the trolls (I realise asking this on forums is mostly pointless)
What I really want is constructive input, I'm hoping to build and improve on this OP and then eventually even send it to A-net or just marvel in its glory
Some reasons why GW1 was a better game IMO:
- Leveling a char to max took less than a week for many/most passionate players
- Emphasis was on skills and skill synergy, not gear and DPS
- Classes had well defined rolls, strengths and weaknesses
- Less grind (ironic, I know)
- Monsters/Enemies were subject to same game mechanics & skill mechanics as players
- Open world challenges did not boil down to "throw more bodies at the problem" solutions
- Half the skill bar was not weapon locked
- (WIP, please feel free to add to the list)
The hardest fundamental flaws to fix in GW2, IMO:
- The dodge mechanism negates a lot of other gameplay mechanics
- The weapon locked skill bar
- The DPS, condition, buff imbalance and thus emphasis on DPS builds or GTFO
- The open world lending itself to Zerg solutions
- The gear grind
- The new Trinity - Warrior, Guardian, Mesmer (debateable and with exceptions I know, discuss that elsewhere please)
- (WIP, please feel free to add to the list)
- 1 Heal skill per class
My proposed steps to improve GW2 gradually without breaking the game, in cronological order:
The open world idea is novel but dead boring in effect -accept it, move forward
Leave the open world for leveling and storytelling. Bring back the emphasis on instances for end game content.
Anet Make up your minds and decide who this game is for, and which parts are for who
It is possible to cater for both casual and hardcore players, but you cannot cater for both in every inch of the game. One of the greatest failings of this games is that it tries to please everyone all of the time and thus ends up frustrating everyone almost all of the time. This paradigm shift is possibly the most important thing that needs to happen. Focus is incredibly important.
Hire new writers
The current story is an insult. Predictable, black and white and cut and dry, devoid of important themes and any sincere thought. (Yes, this step is a bit cheeky, ignore it please if you don't agree)
Monthly updates are a huge disaster, revert to the expansions model
It took me all of 2 hours to finish this month's new dungeon, same last month. Seriously, why bother?
Introduce dynamic dungeons & rework existing dungeons accordingly
Use Fractals as a departure point for all dungeons, it is the closest thing to engaging content this game has IMO. Introduce semi-randomised mob groups and possibly semi-randomised layouts. Keep the concepts of tiered difficulty and rewards. DO: tier rewards aesthetically. DO NOT: tier them with stats (infused vs ascended vs exotic).
(Note: randomised mobs might be difficult to implement at this point, but should be easier after the rework dodge step)
Make obtaining top stat but dead ugly gear dead easy
Do this through crafting - make it possible to craft ascended gear, remove ecto requirements from all standard max stat equipment recipes, decrease material costs.
Remove the magic find stat
Others have said it better but in essence it just adds nothing to the game.
Make accessory slot items visible
Maybe change it to tattoos, badges, banners, visual effects slots or something of the like, further de-emphasizing the stat-gear grind and emphasizing the aesthetic grind (which you can ignore if you are happy with max stat but ugly gear)
Rework the loot drop system completely
There are great recommendations on how to do this elsewhere, please post links and I will update this accordingly.
Empower conditions, buffs and debuffs
This will require a many pronged approach: Lower the damage on all or most direct damage skills (especially the big spikes), remove condition stack limits or raise the ceiling, Increase damage/duration of most conditions, Increase duration of most buffs and debuffs and reduce stacks on high stacking skills.
Make ALL mobs and bosses subject to same mechanics and skills as players WITH NO EXCEPTIONS
This IS a hard task, but the previous step should make it possible and sensible, the next step will further solve this problem.There is nothing worse than uninterruptable bosses imo.
Rework the dodge mechanics
Don't get me wrong, I like dodging. But it creates a too easy way to completely avoid brutal attacks, thus the developers have made brutal attacks all the more brutal and gave a huge HP pool to bosses to offset players dodging 80% of their attacks. I propose a successful dodge halving damage instead of completely negating it. These are probably the hardest changes to implement successfully as every single enemy and every skill in the game will have to be rebalanced accordingly, but it will also add the most gameplay reward IMO. Smaller damage spikes, less predictable completely negatable boss attacks, more emphasis on survival instead of plain DPS. Better healing will be most crucial with this change - I propose either making healing skills cast instant with faster recharges, or adding more healing effects on current non-healing skills (or both). (reworking healing skills might be a whole step on its own)
Introduce a skill tree to weapons
Pretty much what it says in the title, further recommendations or alternatives welcome. The idea is to start with pretty basic direct damage skills in almost all slots, making more sophisticated synergistic builds unlockable. It could be nice to introduce a GW1 style skill hunt system here.
This is a WIP. I'm dead tired now and looking forward to constructive feedback. Will add to this as we go along
The idea here is to build ideas on how to improve GW2 based on gameplay strengths from GW1. Please let's keep the Q.Q and flaming to a minimum, and don't feed the trolls (I realise asking this on forums is mostly pointless)
What I really want is constructive input, I'm hoping to build and improve on this OP and then eventually even send it to A-net or just marvel in its glory
Some reasons why GW1 was a better game IMO:
- Leveling a char to max took less than a week for many/most passionate players
- Emphasis was on skills and skill synergy, not gear and DPS
- Classes had well defined rolls, strengths and weaknesses
- Less grind (ironic, I know)
- Monsters/Enemies were subject to same game mechanics & skill mechanics as players
- Open world challenges did not boil down to "throw more bodies at the problem" solutions
- Half the skill bar was not weapon locked
- (WIP, please feel free to add to the list)
The hardest fundamental flaws to fix in GW2, IMO:
- The dodge mechanism negates a lot of other gameplay mechanics
- The weapon locked skill bar
- The DPS, condition, buff imbalance and thus emphasis on DPS builds or GTFO
- The open world lending itself to Zerg solutions
- The gear grind
- The new Trinity - Warrior, Guardian, Mesmer (debateable and with exceptions I know, discuss that elsewhere please)
- (WIP, please feel free to add to the list)
- 1 Heal skill per class
My proposed steps to improve GW2 gradually without breaking the game, in cronological order:
The open world idea is novel but dead boring in effect -accept it, move forward
Leave the open world for leveling and storytelling. Bring back the emphasis on instances for end game content.
Anet Make up your minds and decide who this game is for, and which parts are for who
It is possible to cater for both casual and hardcore players, but you cannot cater for both in every inch of the game. One of the greatest failings of this games is that it tries to please everyone all of the time and thus ends up frustrating everyone almost all of the time. This paradigm shift is possibly the most important thing that needs to happen. Focus is incredibly important.
Hire new writers
The current story is an insult. Predictable, black and white and cut and dry, devoid of important themes and any sincere thought. (Yes, this step is a bit cheeky, ignore it please if you don't agree)
Monthly updates are a huge disaster, revert to the expansions model
It took me all of 2 hours to finish this month's new dungeon, same last month. Seriously, why bother?
Introduce dynamic dungeons & rework existing dungeons accordingly
Use Fractals as a departure point for all dungeons, it is the closest thing to engaging content this game has IMO. Introduce semi-randomised mob groups and possibly semi-randomised layouts. Keep the concepts of tiered difficulty and rewards. DO: tier rewards aesthetically. DO NOT: tier them with stats (infused vs ascended vs exotic).
(Note: randomised mobs might be difficult to implement at this point, but should be easier after the rework dodge step)
Make obtaining top stat but dead ugly gear dead easy
Do this through crafting - make it possible to craft ascended gear, remove ecto requirements from all standard max stat equipment recipes, decrease material costs.
Remove the magic find stat
Others have said it better but in essence it just adds nothing to the game.
Make accessory slot items visible
Maybe change it to tattoos, badges, banners, visual effects slots or something of the like, further de-emphasizing the stat-gear grind and emphasizing the aesthetic grind (which you can ignore if you are happy with max stat but ugly gear)
Rework the loot drop system completely
There are great recommendations on how to do this elsewhere, please post links and I will update this accordingly.
Empower conditions, buffs and debuffs
This will require a many pronged approach: Lower the damage on all or most direct damage skills (especially the big spikes), remove condition stack limits or raise the ceiling, Increase damage/duration of most conditions, Increase duration of most buffs and debuffs and reduce stacks on high stacking skills.
Make ALL mobs and bosses subject to same mechanics and skills as players WITH NO EXCEPTIONS
This IS a hard task, but the previous step should make it possible and sensible, the next step will further solve this problem.There is nothing worse than uninterruptable bosses imo.
Rework the dodge mechanics
Don't get me wrong, I like dodging. But it creates a too easy way to completely avoid brutal attacks, thus the developers have made brutal attacks all the more brutal and gave a huge HP pool to bosses to offset players dodging 80% of their attacks. I propose a successful dodge halving damage instead of completely negating it. These are probably the hardest changes to implement successfully as every single enemy and every skill in the game will have to be rebalanced accordingly, but it will also add the most gameplay reward IMO. Smaller damage spikes, less predictable completely negatable boss attacks, more emphasis on survival instead of plain DPS. Better healing will be most crucial with this change - I propose either making healing skills cast instant with faster recharges, or adding more healing effects on current non-healing skills (or both). (reworking healing skills might be a whole step on its own)
Introduce a skill tree to weapons
Pretty much what it says in the title, further recommendations or alternatives welcome. The idea is to start with pretty basic direct damage skills in almost all slots, making more sophisticated synergistic builds unlockable. It could be nice to introduce a GW1 style skill hunt system here.
This is a WIP. I'm dead tired now and looking forward to constructive feedback. Will add to this as we go along