Feedback:User/Evian2389/mana and fatigue

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Propose Suggestion[edit]

I suggest a brilliant way that allow to remove mana potion while leaving mana as long term resource.

The idea is simple. Introduce new system, fatigue. The fatigue troubles on player's mana resource.


Technical Detail. [edit]

Before I introduce the details, let's think about running. While you're fresh you can run for 20 seconds in your maximum speed. And with a little rest, you might be able to run for 18 seconds at max speed. Repeating that, you cannot run at all because of fatigue.

Let use this natural process to the mana system.


Details.

  • 1. Reduce the max mana cap to like 60. (in the demo was it 600? maybe 1/10 of that is enough)
  • 2. Dramatically increase the mana regeneration rate depends on skill system. Maybe 3 point per sec is enough.
  • 3. As much as the player's mana spent, his fatigue point is increased. (ex. 1 fatigue point per 5 mana spent.)
  • 4. Declease 1 fatigue point in every 20 seconds.
  • 5. As much as the fatigue point stacked on, the player will suffer from less mana regen rate or smaller max mana cap or mixed effects of both proportionally to the fatigue points.
  • 6. Instead of mana potion, make new one - stamina potion(and a spell), which is not directly restoring the mana but restoring player from fatigue
  • 7. Make stamina potion reduce a few %(like 30%) of fatigue point the player has. With this, the player cannot remove whole fatigue at once with a single potion. And it makes player think about the best time he use the stamina potion. More strategy here.
  • 8. +++ We can have many options to be balanced. For example we can put minimum mana regeneration rate with max fatigue points, and that will make player keep fighting with less efficiency instead just waiting be restored. Also it will make restoring to be shortened (possibly even removing stamina potion from system).

Effect of this machanism.[edit]

  • 1. With the idea of fatigue, it would be applicable on adrenalin, health regen and skill efficiency but not only on mana. And that would make balance between spell caster and warrior.
  • 2. It leaves mana as longterm resource. (the higher regen rate make it equal to the more max mana cap.) And the fatigue explains how the battle was heavy.
  • 3. It allows possibly reusing of original guild wars mana mechanism like energy denial with the smaller max mana cap.
  • 4. Instead directly restoring mana with mana potion, it makes better condition of mana resource with stamina potion.
  • 5. It allows making new spells, 'Restore stamian', 'exhaugsted' which are also not affecting on mana directly. And many more applications.. so on..
  • 6. We can have many options to be balanced. For example we can put minimum mana regeneration rate with max fatigue points, and that will make player to keep fighting with less efficiency instead just waiting to be restored. Also it will make restoring to be shortened. This would open the possibility of even removing stamina potion from system.

--evian2389 00:00, 24 August 2010 (UTC)