User:DIVA/Dream Wars 2

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If I was the head of game design at Arenanet and could change the whole game in one day, these are the changes I would implement into the game.


Base mechanics[edit]

The current meta promotes selfish gameplay that is only focused on DPS. Zerg, Zerg, Zerg, Zerg and a Guardian for might. This sickens me a bit since real support and cc-type gameplay are underappreciated.

How to deploy a soft trinity - DPS, CC, Support?! In my humble opinion crowd control and support should be as viable as pushing for zerker gear.


I. Adding other stats influencing boons/conditions I would call these stats condition effectiveness and boon effectiveness. Both of these work in a similar fashion as Crit Damage works for Zerkers. These should be equally effective for CC and Support as crit damage for zerkers.

1. Boon Effectiveness adds an effect to all outgoing boons, where the strenght of the effect is depending on your stat. All of these would be with absolute max stats dropping another main stat on equipment

  • Aegis* Aegis only triggers on attacks 2...15% of ally's max HP
  • Fury increases skill activation by 5...20%
  • Might adds 0,1...1% crit damage*
  • Protection mitigates 33...50% damage*
  • Retaliation also reflects 0.2...2% incoming damage*
  • Regeneration heals for 10...100% more*
  • Stability increases toughness by 100...1000.*
  • Swiftness decreases duration of slowing effects by 5...50%*
  • Vigor decreases cooldowns by 5...20%*

2. Condition Effectivenessadds a negative effect to all outgoing conditions, where the strenght of the effect depends on the stat. All of these would be with absolute max stats dropping another main stat on equipment

  • Bleeding can be stacked up to 2...10 stacks beyond the 25 limit*
  • Blindness adds a 2...20% chance that enemy hits itself*
  • Burning deals 15% AoE dmg (Stacking on each other)*
  • Chilled slows attack speed by 5...33%*
  • Confusion also deals 20...100% of the damage as AoE*
  • Crippled slows your movement by 75%*
  • Fear spreads to others for 30% of the initial duration*
  • Immobilized also dazes targets for 10...30% of the duration*
  • Poison reduces incoming boon duration by 30%
  • Torment refreshes 10...40% each time target blocks an attack*
  • Vulnerability also decreases enemy‘s toughness by 20*
  • Weakness decreases all stats but vitality by 25%*

Obviously having all of these would be OP. Period. There should be a system maybe "ascended" trait line that let's you choose 3 out of all of these. So one can choose either 3 boons, 3 conditions or 2 boons, 1 condition etc. Note to myself: Man this would mean such an epic diversity. Even for Zerkers stacking Might for example it might be worth investing.


II. Weapon skill choices. Having set weapon skills achieves one thing, and one thing only: Stale gameplay and horrible diversity. I cannot stress this enough. Weapon skills that are set in stone are a HORRIBLE, HORRIBLE game design in a MMO.

There are two options here in my world:

1. Options for each weapon skill #2-5 As the auto attack should be uniform on each weapon, every other skill besides that should have 2 additional options on it. Examples:

  • Staff, Necromancer: #2 Either go with the bleed or have it inflict vulnerability or have it inflict high base damage with some life force*