The aspect arena

The aspect arena

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Posted by: Rainbow Sprint.3215

Rainbow Sprint.3215

I have seen a lot of threads complaining about things in the aspect arena, this is op, that is broken. Whatever. But none really go into why it’s unbalanced, just that it is. So I thought i’d make a thread laying that out there for anet to take and make the game better, if it’s going to be a permanent addition.

So let me say first, I have gotten every achievement for the minigame and have been the top player in kills with each aspect multiple times. My favorite aspect to use is the lightning aspect.

So first up is the aspects:
The Air Aspect
I assume air is meant to slow and stop the enemies movement from the skills, as opposed to getting kills.

  • The auto is fine as it is.
  • The second skill is good though it should pull the enemy towards you instead of push them away from you. It can be used for stopping enemies as it is but if it’s done wrong it ends up helping the target.
  • The third skills cooldown is a little on the short side, even without the bug of dodge rolling out of it to reduce the cooldown. It doesn’t seem to encourage being tactical in the game. It also takes you back up to full speed while using it if you’re carrying the crystal, I assume this is also a bug.
  • The forth skill is fantastic and encorages paying attention to what your skills do and your surroundings as opposed to just spamming your skills.
  • The fith skill seems a bit underwelming as a movement skill since sun and lightning can be used to move faster with the orb (Get to that in their section) while assisted leap can’t help movement at all. Though it can be used as a fast way to get up from knockdown; i’m assuming that wasn’t intended but if it’s kept it would give in an edge and a use in combat like the other aspects have in their movement skills.

The Sun Aspect
What I assume the sun aspect to be for is utility and support, again based on its skills.

  • The auto skill is ok damage wise but I feel the range is a little too long to me. I think the range should be reduced to 900 from 1200.
  • The second skill is a little lacking. The AOE blind is a neat idea and makes sense for sun, but in practice it doesnt work with the people spamming skills. I suggest the blind be replaced with weakness or confusion 3-4 seconds in duration.
  • The third skill is a good idea but should remove the slow caused by the air auto in addition to what it already does.
  • The forth skill is good as it is, though the tooltip needs to state you can collapse it early by pressing the button again.
  • The light dash is terrible for the game. It’s good in theory but you can easily traverse the small arena with it. If you have the crystal you will still go normal light dash speed and you can easily get away from any pursuers. It works like a dodge roll in that you’re immune to everything and can move through lightning barriers. This skill should not make you immune to the lightning barriers, nor immune to sun’s blackholes or air’s tornado if you are still in the path of the skill. In addition, none of the movement skills should be able to be used while you hold the crystal, I didn’t mention it with air because it really doesn’t help for movement of the crystal but it’s not the end of the world if air suffers a little because of this.

The Lightning Aspect
The lighting aspect, to me, is the one meant for combat, the front line fighter that is meant to kill players.

  • The auto is fine as it is.
  • The second skill is fine as well
  • The third skill is fine as well, although it seems when players are using the sun auto against it, they dont trigger the stun but also don’t cancel out the shield.
  • The forth skill is also very good for what the lightning aspect is meant to do, just the sun being able to move through is bad. You can also dodge roll out of it with the right timing. I haven’t mastered the timing but I have done it to know that it’s possible.
  • The movement skill, lightning pull, is much better than the rest of the aspects, like it was in the zephyr sanctum and in sanctum sprint. Due to it both being a higher jump and a long movement skill. For all the movement skills i’m not really complaining how they work, just how they work with the game. Though the game does make areas where you cant use lighting for something air or sun could do, unlike in the zephyr sanctum or sanctum sprint where lightning could do the same thing as both air and sun. Again this movement skill makes you move at the increased speed without the crystal, with the crystal. And again this movement skill shouldn’t be able to be used with the crystal in hand.

In addition, I think it would be nice if when the crystal is picked up, it becomes a specific crystal attuned to the aspect of the person that picked it up. Encouraging people to play all the aspects with the current way of having to turn in all three crystals before being able to start over on crystals being turned in.

The aspect arena

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Posted by: Rainbow Sprint.3215

Rainbow Sprint.3215

The gameplay

  • For the arena, there should be multiple arenas just because the same arena gets stale eventually, for any game. (Just a suggestion and not a complaint as the game is still new)
  • The arena needs to be larger, the current size of the arena combined with the current skills makes it nearly impossible to actually stop crystal carriers before they reach their base and get the crystal turned in. You pretty much have to be there right when they pick up the crystal and hope they don’t know how to properly use their skills or you have about 3 people attacking one carrier.
  • The game should be decided by a point system (like first to 500 or 1000), without the time limit or with a significantly higher time limit. With the mechanics of the game, this will ensure that the opposing team can still come back if they fall behind.

The bugs
This is just a list of bugs i’ve spotted while playing.

  • Sometimes when pressing a button to activate a skill, the cooldown will trigger but the skill won’t fire, usually when targeting a person out of range but sometimes just in general
  • When tabbing between players, sometimes your target won’t switch
  • When using the air aspect’s 3, dodge rolling out of the skill reduces the cooldown to 3 seconds
  • The lightning aspect’s 4 can be dodge rolled and light dashed through
  • Sometime the sun aspect’s 4 randomly wont pull in a few players that are in range.
  • sometimes the air aspect’s 2 can hit you more than once, causing a longer knockdown
  • If stunned while doing the air aspect’s 4, the ball will disappear. (Either directly from using the ball or from using another skill while waiting for the ball to come down)
  • Sometimes skills just wont activate when you hit them (No idea why this happens)
  • The sun aspect’s 1 will not trigger the lightning aspect’s 3 after the shield is activated
  • Assisted leap can be used to quickly get up from being knocked down and avoid damage. (The skill activates and then when you land you’re back up.)
  • If a player jumps off a cliff or is knocked off a cliff, even though the text pops up saying you got a kill, it is not counted.
  • Sometimes the minimap will bug out and display the texture for an unexplored region of the map. I have encountered this bug in every minigame dating back to mad king’s day
  • Light dash makes you invulnerable to everything, including things you logically shouldn’t be invulnerable to
  • Light dash makes a crystal carrier go at normal boosted speed while using it.
  • Lightning Pull makes a crystal carrier go at normal boosted speed while using it.
  • The air aspect’s 3 makes a crystal carrier go at normal speed while using it.
  • Dodge rolling makes a crystal carrier go at normal dodge roll speed during it.
  • Light Dash’s duration can be extended by holding down the button (Not sure if bug)
  • The sun aspect’s 4 hits players through a dodge roll as long as they stay in range (Even during the roll).
  • While using lightning pull if the player hits something along the way, once the player gets unstuck on the object if the jump is still going, they go farther than the targeted area.
  • The sun aspect’s 1 heals for 3 HP instead of 2 HP like the tooltip states.
  • The sun aspect’s 1 heals allies in an area around the target instead of in the line of the skill like the tooltip says
  • The sun aspect’s 3 say it aids allies in the field but there are no visible effects on the player while standing inside.

Overall the minigame is a great addition and needs tweaking but has potential as it is now.

(edited by Rainbow Sprint.3215)

The aspect arena

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Posted by: digitalruse.9085

digitalruse.9085

I know this isn’t Reddit, but you deserve this:

[img]http://i.imgur.com/ZxQ3rci.gif[/img]

(Guess the image tag doesn’t like gifs. XD)

Qwerkk – Asuran Engineer

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Posted by: VKP Butcher.2751

VKP Butcher.2751

I disagree that air 2 should pull rather than push/knockdown. I think as is it’s fine, just requires a bit of common sense to not use it when a crystal carrier is near scoring. Rather, I like to air 3 past them, between where they score and where they are and then use air 2 to knock them back into the group that’s chasing them. Manage that along with someone using lightning 4 (sun 4 kinda works also if it wasn’t so hit and miss half the time) and very rarely are they able to recover and score.

I gave my limbs to the gods, perhaps I’ll add yours to the offering!
Killian Darkwood(Rng), Kaalia Darkheart(Guard), Avacyn Darkmind(Mes):Maguuma

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Posted by: CMEPTb.8091

CMEPTb.8091

I “Dwyana” <3 this game. Hit it out of the park ANet, gg.

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Posted by: ESKan.6782

ESKan.6782

“The lightning aspect’s 1 will sometimes randomly do 10 damage, instead of 5 like it normally does”

It’s an autoattack chain, consisting of 3 attacks.

1. 5 damage, melee range
2. 5 damage, leap to your target
3. 10 damage, leap to your target.

[PD] – Far Shiverpeaks.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
Guild Wars 2 will be an amazing game when it’s finished. Compare Prophecies to EotN!

The aspect arena

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Posted by: Rainbow Sprint.3215

Rainbow Sprint.3215

“The lightning aspect’s 1 will sometimes randomly do 10 damage, instead of 5 like it normally does”

It’s an autoattack chain, consisting of 3 attacks.

1. 5 damage, melee range
2. 5 damage, leap to your target
3. 10 damage, leap to your target.

Hmm I didn’t see that on the tooltips. Ok I’ll take it off the list. Thanks.

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Posted by: Anen.1742

Anen.1742

The gameplay

  • The arena needs to be larger, the current size of the arena combined with the current skills makes it nearly impossible to actually stop crystal carriers before they reach their base and get the crystal turned in. You pretty much have to be there right when they pick up the crystal and hope they don’t know how to properly use their skills or you have about 3 people attacking one carrier.

This is what is bothering me the most about the arena. It is way too small..

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Posted by: Olterin Fire.5960

Olterin Fire.5960

  • Light Dash’s duration can be extended by holding down the button (Not sure if bug)

The fact that it continues consuming your endurance while doing it makes me think this is intended behavior.

WIthout light, there can be no darkness. Without darkness, there can be no light.

Sword Of Justice – Gunnar’s Hold

The aspect arena

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Posted by: Rainbow Sprint.3215

Rainbow Sprint.3215

  • Light Dash’s duration can be extended by holding down the button (Not sure if bug)

The fact that it continues consuming your endurance while doing it makes me think this is intended behavior.

I can see that, but with the size of the arena and how the light dash works in the zephyr sanctum and sanctum sprint, I figure it might be safer to call it a bug.