User:Qaletaqa/Skill Balance
From Guild Wars Wiki
On this page I will put my thoughts on how the creation and skill balancing process should be according to me. It now only contains key words and a bit of text so that I won't forget about what I should think, it is pointless to discuss it at this point.
What my team would look like:
- 45% would be mathematicians.
- 45% would be creative people.
- 10% would be programmers.
Creation process:
- Art.
- Feeling.
- Well I think a skill should give the player a feeling, like a healing spell should use soft colors and a slow effect, this doesn't mean it should have a slow activation time but a slow visual effect. They do it well in GW but sometimes when I use an attack skill I don't see a obvious visual effect, yes you can see a warrior swing it's axe or weapon of choice but not a good enough effect to feel like you are really hurting the enemy. When something attacks I wanna feel and see that aggressiveness, fierceness and anger on the screen, not just a red flash and a dude/dudette swinging his/her weapon. This game needs more oomph.
- Skill type.
- Effect.
- See feeling.
- Name.
- Guild Wars does a good job with naming things.
- Imagination.
- Every skill should be and feel original, I don't wanna think about another game because a skill looks like a skill or effect I have seen in another game, I wanna feel like saying "Now this is GW". Never look at or think about another game when designing one.
- World.
- Create a skill by seeing it in a build, teambuild and in the world. It must look like it's part of the world, this is hard to explain but i'll give it a try later.
- Skill to skill.
- When you have created a skill you should compare it with other skills to see that it doesn't look and feel like another one, I wanna be able to recognize skills just by looking at the action, effect, etc... wich isn't always the case in GW.
Balancing process:
- Skill in builds.
- Test the skills that are changed for balancing purposes in different builds, team builds, etc...
- Skill in environment.
- Test the skills in different areas of the game, PvE, PvP. Test it in different explorable areas and missions, etc...
- The PvE, PvP part is optional because you can make a PvE and/or PvP version of the skill.
- Test the skills in different areas of the game, PvE, PvP. Test it in different explorable areas and missions, etc...
- Theory and practice.
- I think this is where most people make mistakes, they think when it looks good on paper it will be good in-game. Wrong.

