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Did this topic get deleted or something?
EDIT: There was a bug, I fixed it by commenting.
Did this topic get deleted or something?
EDIT: There was a bug, I fixed it by commenting.
Oops, sorry, I didn’t mean to hit the post #49 bug by double posting.
The thing I noticed about GW2 and I think they mentioned this at some point, is that, they are going for a very free-handed skill interaction system. What this means is, they don’t want to dictate the way you combine skills like they did in GW1. Where most builds dictated the order in which you pressed buttons.
Most of the fights were not reactionary, just press buttons in a sequence and kite whilst the Monk does the real reactionary combat.
One thing that is definitely missing from GW2 is reactionary combat. Whilst the “no monk/healer” system in GW2 is quite groundbreaking and interesting, I feel that Anet dropped the ball in regards to putting in reactionary combat in other ways into the game for the professions. Mechanics like Ripostes/Blocks, Reflects, Walls, the Protection boon, Aegis and such; as I’ve mentioned in a previous post, aren’t fully explored by the Trait system. Nor is there a proper “riposte” system for Boons, Conditions or CC/Interrupts. I feel that traits that enforce reactive play can replace a lot of the RNG or passive %HP trigger or %on hit or %on Crit triggers to create a more transparent, easier to play/counterplay system.
As an example, let’s take Engineer’s Transmute . Previously, it was an RNG trigger that “rolled the dice” more often the more conditions were spammed. As of the December 2013 patch, Transmute is more reliable in that it guarantees a Conversion per 15 seconds, but is also less reliable in that you cannot convert multiple conditions into Boons with a good dice roll.
Let’s put all that aside in favour of a mechanic that promotes reactive play:
What does this mechanic mean? Well for one, it enforces player prediction – to “read” the situation and judge when it is best to use a Toolbelt skill to “block” that incoming Condition. It’s also potentially extremely strong, as it converts the first incoming condition.
Did this topic get deleted or something?
EDIT: There was a bug, I fixed it by commenting.
Oops, sorry, I didn’t mean to hit the post #49 bug by double posting.
The thing I noticed about GW2 and I think they mentioned this at some point, is that, they are going for a very free-handed skill interaction system. What this means is, they don’t want to dictate the way you combine skills like they did in GW1. Where most builds dictated the order in which you pressed buttons.
Most of the fights were not reactionary, just press buttons in a sequence and kite whilst the Monk does the real reactionary combat.One thing that is definitely missing from GW2 is reactionary combat. Whilst the “no monk/healer” system in GW2 is quite groundbreaking and interesting, I feel that Anet dropped the ball in regards to putting in reactionary combat in other ways into the game for the professions. Mechanics like Ripostes/Blocks, Reflects, Walls, the Protection boon, Aegis and such; as I’ve mentioned in a previous post, aren’t fully explored by the Trait system. Nor is there a proper “riposte” system for Boons, Conditions or CC/Interrupts. I feel that traits that enforce reactive play can replace a lot of the RNG or passive %HP trigger or %on hit or %on Crit triggers to create a more transparent, easier to play/counterplay system.
GW2 is all about reactionary combat. Yes they have a bit of RNG inside it but the very nature of the dodge mechanic is all about reacting to what you can see so I really can’t say that this is missing from GW2.
There are also plenty of Riposte-ish skills and traits in GW2 and you did mention quite a few of them. I guess exploring them more in traits would be a good idea.
GW2 is all about reactionary combat. Yes they have a bit of RNG inside it but the very nature of the dodge mechanic is all about reacting to what you can see so I really can’t say that this is missing from GW2.
There are also plenty of Riposte-ish skills and traits in GW2 and you did mention quite a few of them. I guess exploring them more in traits would be a good idea.
There’s also a distinct lack of punishment in GW2. With the overwhelming focus on the positive only, Anet has neglected some triggers that could absolutely act as “punishers” for greedy plays. The current Riposte system as it stands has several flaws:
So here’s a few extra triggers that reward skilled, defensive play:
A lot of these triggers can replace the passive RNG procs or “on being critically hit” or “on %HP” to bring in a skill floor to using these traits.
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