How to fix GW2’s combat system in ten (ish) simple (ish) steps.
rework Defiant to have a chance to reflect damage to melee attackers, effectively bundling Defiant with retaliation.
rework Defiant to no longer be a permanent buff, but rather a shield that can be removed, overpowered, timed out, and periodically reapplied throughout a fight.
rework all heal-over-time and damage-over-time effects to conform to the pip system of the original Guild Wars.
rework healing power and condition damage to simply increase the number of pips applied by regeneration or conditions, accelerating health loss/gain within a player independent scale.
balance skills so that no single player can apply beyond a limited number of regeneration/degeneration pips on a single foe at one time.
allow regeneration/degeneration pips applied by multiple players to stack rather than overwrite; thus making health regeneration and condition damage builds vastly more effective when working in groups, as opposed to the current system of getting in each other’s way.
add a skill interrupt effect to all existing control effects. Allow this interrupt to apply to targets normally immune to control effects.
refine the existing target prioritizing AI, and better communicate when a player is being targeted and what caused the shift in priority to players. I suggest a special ring under players who currently have “aggro.”
rework ranged combat to involve lower direct damage, but include an “armor penetration” stat unique to ranged attacks.
allow ranged attacks to still do a percentage of their total damage to blocking targets based on their armor penetration attribute. Balance ranged attacks to include variable armor penetration attributes across weapon sets and skills.
grant armor penetrating attacks a chance to still apply conditions to blocking targets, based on the armor penetration of the skill used.
rework toughness to relate to a new “mitigation” attribute, with higher toughness raising the mitigation percentage. Mitigation is a percent based chance to convert any incoming direct damage attack into a glancing blow, reducing it to half damage.
enable mitigation to affect all direct damage from any source, including the most powerful hits from bosses.
establish a hard cap on player health, allowing no players the possibility of exceeding this limit regardless of build, gear, or buffs.
establish a hard cap on all direct damage from all sources, including the most powerful boss attacks. Never allow the total damage done from any attack, attack chain, or area of effect to exceed this limit.
match the above damage limitation to the previously decided player health cap. Thus insuring that a player with sufficient toughness can potentially survive any single attack, attack chain, or area of effect.
to avoid abuse of the above, establish a hard limit to player toughness that cannot be surpassed regardless of build, gear, or buffs. Balance this limit as needed to maintain the inherent threat of combat in spite of the above mitigation attribute.
Edited by Arkham Creed, 12 January 2014 - 04:42 AM.