Feedback:User/Viktor/Levels

= The leveling system = Even though Anet probably already has decided on the subject of how to handle leveling up in GW2. I decided to submit a suggestion how I'd like it to be done anyway.

Suggestion
I think players should start with max health, e-regen and energy so instead of focusing on increasing PvP aspects when leveling a player should get something of value to the character besides increasing the PvP stats.

When a player levels up they should get to increase a PvE stat
 * Examples of PvE stats


 * Lucky - Boss monsters will have a higher chance of dropping additional items for your party when slain.
 * Unlucky - Your party is more likely to face more bosses on their travels.
 * Taunt - Monsters that you have attacked are more likely to focus their attacks you than other party members. (a special symbol and a name of the player that aggroed should be shown on a foe that has been aggroed)
 * Hiding - You draw less attention (your aggro bubble is smaller)
 * Merchant - Prices from merchant(NPC) shops will be reduced closer to its sell value (only affects items bought) for all party members.
 * Slayer - Whenever your party slay a boss your party gains more moral.
 * Thievery - Your party's lock-picks have higher chance of being retained after opening chests.
 * Teacher - Your party gains more experience from each kill (cap this to 10% more experience based on a monsters max gain per player, if in a party has 2 player then experience is first halved but with with investment in teacher experience can go up to the same experience given per kill one player alone would gain).
 * Trainer - Your get a Signet of Capture.


 * A small passive bonus to all stats (except Trainer and Taunt) could be given to players that has played GW1 like 1 per maxed title type.


 * Aside from the the PvE-stat increases they should also take more damage from foes with higher level than themselves and take less damage from monsters lower level than themselves damage should be capped at 200% more damage from NPC foes 200 levels higher and 20% less damage from NPC foes 60 levels lower. (If you face a for 10 levels higher than you, you take 10% more damage. If you face a foe 210 levels higher you take 200% more damage. If you face a foe 15 levels lower you take 5% less damage from that foe.)


 * I think that making most of the effects party wide will promote players to team up instead of going solo.