Hello there,
I’ll give you some of my recent thoughts on general gameplay in terms of casting times and interupt.
[TL;DR]: Skillful Interrupts are too difficult and not rewarding, random interrupt spam the way to go -> no fun
I’ll keep the information gathered as simple as possible:
1. i’m an engineer player with about 1700 hrs of experience in wvw and pve only. I’m not saying i’m the best, but i’m definetly no noob either.
2. i invested alot of time and effort into Guildwars 1, too.
3. i know there are differences in style of gameplay between those two games, and i know people will shout “why are you comparing two completely different games!”. What I am comparing is reaction times and activation times, and the like. in those terms both games ARE comparable, because the player skill didn’t change.
So i noticed that the interrupting system right now is very clumsy. It’s way harder to interrupt a skill you’re looking for, especially when you’re not 1v1ing.
I made a comparison to Guildwars 1, where i LOVED playing rupting mesmers after that mesmer patch (god bless the devs that made that patch), in both pve and random arenas:
- Skills activated way longer than in GW1. I can remember there used to be 1/4, 3/4s, 1s, 2s, 3s and 5s activation times, where for me only skills with 1s or more were “manageable” to interrupt. interrupting 1s skills was doable only on days where i was really playing well, and not always. rupting 3/4s skills was a matter of luck.
- Skills in gw1 had an icon with a timer bar. This helped alot in saying whether you were successful in interrupting or not, and WHAT you did interrupt. if you dont know every skill of every class and their animation and just see “interrupt” on the screen, it’s really hard to feel like “yeah, i’m proud of myself, i managed to keep him from doing xy!” This is something i really miss – although i already have quite some experience in GW2. Especially in situations where you’re not seeing your opponent (because he’s behind you) or when there are more than two players on the field, the heavy amount of effects do also hinder the sight. this is where, for example, asuras have a big advantage. their animations are way harder to tell, since they’re less visible in all the explosions and effects.
- uninterruptable effects: I know the variety of interrupting effects are bigger than in GW1 (knockback, knockdown, stun… ), interruption itself did get more random due to interruption mitigation like stability, dodging and stunbreakers. In gw1 you had like only one mesmer skill that kept you from beeing interrupted i believe.
All this makes skillful gameplay more difficult than ever, random interruption more rewarding and less fun.
As a skillful player you must (both in GW1 and GW2):
- keep an eye on all enemies on screen
- know your cooldowns
- know effects of all your opponents skills
- know their cooldowns
- know what to interrupt
Additionally in GW2 you need to
- know if their stability is up or not
- know the animations and recognize them in time (less than 1/4s + your skill itself has 1/4 activation time + eventually time before it hits +1/4s reaction time (which is extraordinary) )
- activate your interrupting skill in a way it hits (Engi Shield Throw for example)
- keep moving
- keep all surrounding friendly and enemy AoE effects in mind
In short: when i’m not playing 1v1 i find it impossible to even try to interrupt players doing something. Every build i know that use CC, like hambows, plex engis, etc rely on mostly permastun and any sort of spike, either condition or direct damage – never on targeted interrupts which they COULD used be for.
solving the problem on Posting #2
(edited by pza.8024)