Feedback:User/Armond/General mechanics changes
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General mechanics changes | |
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User | Armond |
Categories | Mechanics → Professions Items → Weapons |
Remember: Like all my other articles, take these suggestions with every other suggestion I make or don't take it at all.
Current suggestions:
- Critical hits: This is probably a good part of the reason why melee does too much damage in this game. I don't know how crit damage is calculated beyond the max weapon damage thing (I've heard "damage is multiplied by the square root of two" and "target has -20 AL for this attack", both of which make sense), but it needs to change. Here's two ways of doing it:
- Instead of taking max weapon damage, take the top half of the weapon's damage range. I'll use a wand as an example, despite the lol factor. A wand does 11-22 damage. That's a range of 12. Half of 12 is 6, so a wand would take its critical damage as (17-22) * root(2) or (17-22) damage and target has -20 AL.
- Halve the "multiplier". If indeed it's a straight damage multiplier to the top damage, drop it from 1.414... to 1.2. No one's going to care about that extra percent and a bit. If it's -20 AL, drop it to -10.
- Secondary professions: This is a biggie, so listen up. No secondary profession attributes may be raised above 8. I don't think there are any non-gimmick builds that do this anyway, and there's an assload of overpowered shit that takes advantage of a primary attribute and an attribute or two from a secondary profession.
- AI in PvP: For god's sake, remove it. At the very least, it shouldn't be preferable to bring an AI character over an actual human ever. Ideally, we'd have all player teams against all player teams - like every other game in existence. The "we want everyone to be able to PvP, even if they don't have enough people for it" idea is bullshit - GvG and HA are serious business, and if you're not even willing to go to the effort of pugging out your slots you should go back to AB/FA/JQ.