Feedback talk:User/Evian2389/mana and fatigue

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What a brilliant idea!! Haha.


No. One of the worst Idea ever. I don't want to stand around to see my Mana is fatigued. I want to keep fighting.--Miteshu 18:51, 24 August 2010 (UTC)

-Miteshu => That's not even a game.evian2389


Energy corresponds to the value one puts into the corresponding attribute. In regards to that, 600 energy is a laughable amount. With lvl 45 you're most likely to have 2000+ energy, if you have a look at the cost of elite skills you will see why. So, think again. --91.19.106.126 22:09, 24 August 2010 (UTC)

- Don't you think if you changed mana system you also should change the mana consumption of skills which is based on the mana system? So, you think again.evian2389


This is like the 3rd suggestiion about mana ive seen on here. Clearly people arent liking the new mana system (shit loads of it with no regen, just potions). I keep thinking, Anet have made this change, noone seems to like it, why not just do the simple thing and revert back to the GW1 system for it? low-ish energy pool, with steady regen and proportionaly lower skill cost. As i far as im concerned it worked well in GW1, why not GW2? I understand it might make the numbers look a bit odd having thousands of health and (example) 30 energy, but what does that matter? They could even keep the numbers the same but abolish the potions and JUST HAVE REGEN. I really cant understand why they changed it tbh. Of course, if anyone does know, or at least has some sort of idea on it i would genuinely like to know. Im sure ANet have their reasons, they just havent made them clear. --Jimmer123 23:33, 24 August 2010 (UTC)

Ok, you can pretty much ignore this... i just found some info about it and tbh its pretty sound for me. I guess ill just see what its like when i play the game :P --Jimmer123 23:33, 24 August 2010 (UTC)

- You can make less number of health as well if you increase the number of resistance or evading rate to a harm instead the number of health, proportionally to the level.evian2389


Ok, let me see if I got it. You lowered the energy cap to 60, with 9 pips of regeneration (acording to GW1's standards), and added fatigue. So, it's just like GW1's energy system, but with more than double of it's regeration (4x the GW1's warriors' energy regeration), and with fatigue. Ok, so, to balance it, I could lower the regeneration to, let's say, 2-4 pips, and remove the fatigue altogether (since most people like to spend their energy without slowing its regeneration, because that would only kill the fun and joy of battles and force you to rest for large amounts of time). And that would be GW1's energy system.

Seriously, though: why have such a high regeneration if you're penalized for using your energy? And why penalize the players in the first time? I don't understand why GW2's energy system is such a big deal to people. Don't you realize the focus of battles has changed? In GW1, either you had a build with an extremely strong energy management (like almost every Paragon had, due to their primary attribute), or you had to be aware of your energy all the time if you wanted to do anything. In GW2, energy is now on the background. It is there, and you better watch out sometimes, but there are a lot of other things for you to look at. You have to keep an eye on your party members because they might use a skill that you could use to make a cross-profession combo. You have to move because position is extremely important in the offense (by attacking an enemy from behind so you can cause more damage or certain conditions, etc.) and in defense (dodging projectiles, obstructing the projectiles aimed at a party member, getting out of AoE spells, etc.). You have to look out for stealthy enemies (since they no longer appear on your compass). On most professions you get some kind of healing you can give to your allies, so the "dedicated" support characters won't be the only ones watching the party's health bars; since all could have some kind of healing, everyone should pay attention to their teammates in case they need help. You should look around and search for environmental weapons that could give you some advantage over your enemies. And these are just some of the things you will have to do in GW2 during each battle.

GW2's combat is more focused on the battefield, whereas in GW1 most people could do well only by looking at their own health bar, their foes', their energy, the compass and their skills (basically, the UI). They didn't even need to look at the battlefield, but now they must if they want to succeed. Energy couldn't be as difficult to be managed as in GW1, otherwise even the most elite players would be overwhelmed with the amount of things they had to pay attention to.

But you still have to pay attention to your energy. The difference is that now you're allowed to make (a few) mistakes, whereas in GW1 you would be in a really bad situation if you reached 0 energy. --217.129.133.230 02:21, 26 August 2010 (UTC)

- I don't get your point. But just let me explain my idea a little bit more. With 0 fatigue you have very big regen rate with your mana and because of the regen rate it's almost equal to you having a big energy. As fatigue stacks on, you could be at some point with 40 mana and 4 pips of regen rate, as you know, that's exactly guild war 1 mana situation, which means you should more care about your mana managing. In the big picture, my suggestion is almost equivalent to having big amount of mana with small mana regen rate like present guild wars2 mana system except there could be more strategy, show and tense. Plus you will have much faster restoring of mana when you are resting(but yes, the fatigue is the focused point and it takes time to be restored, however still we can use stamina potion.). The longer rest the faster regen rate removing the fatigue.evian2389

Relying on a stamina potion instead of an energy potion is like scrapping energy and adding mana to the game. It ends up being the same thing: a consumable advantage. But the fatigue system would even be worse, because it would make players spend a lot of time waiting for their regen to go back to normal, which is boring and unnecessary. --217.129.133.230 00:32, 27 August 2010 (UTC)

- Yes, just I said it's almost equivalent to current guild wars2 system. But we have lots of option that we can adjust. For example, without potions, if we put minimum mana regen rate to 4 pips with max fatigue points, the player still could fight with less efficiency. But with 0 energy in current guild wars 2 system, that is not possible. And you said waiting time to normal will be longer than current, but it's same ( from 0 mana to full with lower regen rate in current guild wars2 system.). Furthermore, if we set minimum mana regen as I said, it will take less time to be restored, and even you don't need to wait but keep fighting with just lower efficiency(possibly even removing stamina potion from system) which is much better than impossible with 0 mana.evian2389

I personally like this idea, to an extent. I think the energy system in GW1 was really good because it was independent of consumables and energy could be managed by pacing your skills rather than just spamming until you ran out. A better variation of the fatigue idea might be a combination of GW1 energy regeneration, a "fatigue" cap on your maximum energy that accumulated at a speed based on how efficiently you were using your skills and a negative energy solution such as the one proposed in that link. The fatigue cap would be like DP in GW1 (but only for energy) and would slowly regenerate outside of combat. If you use skills efficently, the natural fatigue recovery will take care of the fatigue you accumulate, no health potions needed, and running out of energy will pressure you, not spell instant death. --Silverdawn 23:04, 26 January 2011 (UTC)