Feedback:User/Cocofang/Melee vs Range (Aggro System/Event scaling)
Melee vs Range (Aggro System/Event scaling) | |
---|---|
User | Cocofang |
Categories | Player vs. Environment |
Hello A-net and GW community.
There's beeen a busy debate on the balance between melee and range in GW2. I would suggest a few things to balance it out and provide a better gameplay experience.
At first here's the aggro system (or better how I would imagine it). Every character builds aggro based on support, control and damage. The more you do the more aggro you gain. Pretty basic aggro system. Now here come the proper changes to it:
1. Position based aggro amplifiers - If the monster launches a melee attack the aggro of targets nearer to him get's multiplied based on the type of that attack for just this attack. If the monster launches a melee attack targets closer to it gain a certain multiplier. If the monster uses a range attack it's more likely to target enemies further away (but still in range). Additionally things like the monster current movement speed (swift: more likely to sue melee attacks against ranged attackers), immobility of it's targets or possible gap closer could further be used in this calculation) - If two players and the monster stay in a line. The player hiding behind the other gives the player in front of him a part of his aggro, only if a decision between attacking one of those two has to be made (those two produce the most aggro, with the ranged one doing slightly more. Melee attack will still go on the target in between unless the difference between both is severe). This is mainly meant to help blocking melees protect their teammates (Imagine a shield warrior in blocking stance with the monster just running off.)
2. Efficiency based aggro - Players with counter-effects (chaos Armor, retaliation, etc.) have a multiplicator slightly lowering the monster desire to attack them. This mutiplier only kicks in if the monster tries to use weak attacks and simply is ignored on stronger attacks.
Additionally to those two things one might also notice that event scaling (the scaling damage) needs to be a bit more harsh on long ranged attack than it is on close ranged attacks (attacks from the boss). This mainly stems from the fact that melees will have a harder time the more people join in as they have a really limited space, that will get overloaded with effects and other melees which naturally will make the event harder for them without all that damage scaling. Players positioned far away aren't as heavily affected by this.