Combat mechanic and skill behavior

Combat mechanic and skill behavior

in Profession Balance

Posted by: Godspeed.5987

Godspeed.5987

Hi everyone,

Is it just me or the application of combat speed when specific skills are used just make these skills way less effective. Let me explain.

As an example, for a Necromancer using Locust Swarm giving him/her swiftness but crippling foes. The application of combat speed reduce the speed of the said necro, nullifying the swiftness. Any enemy going around the swarm can then easily target the Necro. This is event more problematic if the goal of the player was to run away. Same can be said about Ranger’s trap, Mesmer’s temporal curtain, etc, etc… This is even more frustrating when a yellow mob walks by mistake in the area….

I think that revisiting that aspect of combat speed application with some skills which clearly focus on running away (or not directly targeting an enemy player/mob) would enhance the gameplay and will make these skill effect feels more “right”.

Would like to ear other people opnion about this!

Combat mechanic and skill behavior

in Profession Balance

Posted by: Belzebu.3912

Belzebu.3912

No, because if an enemy hits you or get hit, will also get the in-combat movement reduction, but since you have swiftness you’ll move 30% faster than your enemy, and in your example even more bonus since the enemy will be crippled.

Charter Vanguard [CV] – HoD
Bardy Belzebuson – Ranger Sir Belzebu – Herald
(and the other 8 elite specs maxed too)

Combat mechanic and skill behavior

in Profession Balance

Posted by: coglin.1867

coglin.1867

Everything the OP mentions simply promotes more situational awareness and rewards players for paying attention and controlling the flow of combat. Personally I see no problems with any of it.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c