Feedback:User/Jimmer123/A Simple Solution for the Energy Problem

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Ok, since this whole potions to restore energy thing has become common knowledge, im fairly sure the majority of people dislike it. Also many, manysuggestions have gone up on here to try and correct it, most of which have been fairly complex, some have been an essentially simple idea but overthought. My idea is this:

Keep the potion system as it is with a couple of changes
1) instead of a direct and fixed number of energy added into your bar, add pips of regen for a time. (should be enough to alleviate pressure of expending energy, but not so much that it makes it impossible to do so. Also make it a different amount of regen for each proffession if it seems necessary)
2) extend the recharge time to account for the time that you will be regenerating energy.
3) only have one type of potion
4) Make the potion supply unlimited, effectively turning it into a skill rather than a hotkeyed item (I.e you dont have to re-stock in towns and it doesnt take up space in your inventory)

This keeps all the same key factors in the game that Anet have tried to acheive with the new energy system, but comes to a compromise with everyone who hates it. The main reasons people seem to oppose the potion system is that with an instant return of energy, it still doesnt require much skill to manage the resource. And because you have to keep re-stocking your supply, you have to spend money on it. Another problem is that you may forget to re-supply and end up potionless in your next battle, which means you will have to either try and fight on with a bad energy supply or go back to town, which tbh when you are in the heat of combat you dont wanna suddenly have to leave.

These proposed changed fix all the problems ive seen with it. With adding regen instead of insta-regain you still have to be careful you dont expend all your energy while its regenerating, its just a bit harder to run it into 0. If you manage to do that with increased energy regen then you havent been playing as strategically as you should and will pay the price. Which is exactly what ANet wanted in the first place, right? By making it a skill rather than a consumeable item, you dont have to spend money on it, you dont have to remember to re-supply in towns, and you cant run out mid-battle.

With this suggestion, energy is kept as a long term resource (keep Anet happy), energy requires a bit more skill to use effectively but not so much that unskilled players cant play the game and they will easily learn to adapt to it (keeping players happy).

Any and all comments of support or criticism are welcome. (actually if youre just gonna slag this off without explanation... well, no-one wants you here and stop trolling) Thankyou for reading =] --Jimmer123 10:54, 28 August 2010 (UTC)