you spend complaining about it on the forums, you’d be
done by now.”
I don’t PvP much, so the Finishers recently added to PvE are mostly new to me, but I thought it would be cool to add group finishers to the game. This would be a purely graphical effect that would override the standard finisher, a bit like how the Dance Book can take over other people’s emotes in a sense.
The way it would work is, one player would have the Group Finisher equipped. He would start to finish a downed enemy. Other players may have started before or after (group finishers override personal ones), but anyone channeling a finisher when he starts get dragged into his finisher, and everyone fires it off at the same time, regardless of where they were in their own channel. If the player who owns the ability activates it and nobody else joins in then it would only be a standard type of finisher.
The effect could be up to you, but it should be something more “epic” than a typical one, like a big summoning circle is generated, a giant monster appears, something much bigger and cooler than a typical summon, but would require X amount of players to activate it.
One issue I considered though would be that if it overrides other people’s Finishers than if someone wanted to troll they could keep starting this and then cancelling it to prevent anyone from Finishing, but the solution there would be that once the group Finisher is activated, even if the starter cancels out of it, everyone else would still finish it.
I don’t know if I like the idea of everyone gets pulled into his regardless of when you start. In any case it is to your advance to kill the person as fast as you can. Such as in WvW if someone is already casting on a downed enemy and you run over with your group finisher it would reclock/cause the first person to have to wait through your animation. Plus it’s more of a waste in WvW for example to have more then 3 ppl trying to finish a player. As epic as it could look to see a ton of players stake the enemy at the same time it’s more exactly practical.
Also along the same lines of your troll example. Players have downed abilities that interrupts the stake, so if everyone is tied to your all they have to do is interrupt you and everyone will be interrupted.
Well, the way I figure, it shouldn’t seriously inconvenience anyone. It wouldn’t pull in people that aren’t in their own finisher animations, worst case it would cause the finish to execute slightly later. If they wanted to do it this way, instead of executing the finisher when the Group Finisher’s timer goes off, they could do it when the first person’s timer does, which means nothing practical would change at all.
Like, let’s take this example: currently players A, B, and C-E are fighting a downable mob, who falls. Player A is quickest on the draw and activates his finisher. B activates a split second later, C-E activate later still but before A’s finisher goes off. What happens is A’s finisher lands, and everyone else is cancelled.
With the proposed change, what would happen instead is that A activates, but if B has a group finisher, then it overrides the effects, and C-E are roped into it too. When A’s timer runs out, all five of them simultaneously activate the awesome group finisher effect, even though B was the one that had it slotted.
Plus it’s more of a waste in WvW for example to have more then 3 ppl trying to finish a player. As epic as it could look to see a ton of players stake the enemy at the same time it’s more exactly practical.
True, but that’s up to them. It definitely shouldn’t rope in passersby, it only ropes in people that choose to participate and any one of them can quit if he feels like it, but I can see the swagger value in taunting the opposing side by using group finishers on their people.
Also along the same lines of your troll example. Players have downed abilities that interrupts the stake, so if everyone is tied to your all they have to do is interrupt you and everyone will be interrupted.
That could be an issue, but I don’t think it would have to be if they did it right. Say in the above example, players A-D are interrupted, but for whatever reason E is not. This might cancel A’s timer, this may cancel the group finisher effect because B got knocked out of it, but E’s regular finisher should still go off at the time it would have had the group effect not been a part of it. Individual timers should not be cancelled until the group finisher executes successfully. Ideally once the group finisher got started, you wouldn’t even need the starter guy to stay in the formation, like even if B was the only one interrupted, having several of the others still active should allow it to still go off.
maybe something like the hidden feature of Call of the Wild
http://wiki.guildwars2.com/wiki/Lunar_Wolf
ie wouldn’t override anyone else’s spike, and would only pull off if all three (or however many) are in sync.
Three+ spikers might be a waste, but worth it for the coolness factor.
That wolf thing is awesome, I had no idea that existed!
Yeah, maybe it could work like that, but a few reasons I would hope it didn’t, 1. I was hoping for something that would actually help to synch multiple players using finishers at once, so that those who hit the button slightly slower wouldn’t fizzle out, 2. I was hoping for it to be something that they could sell as a feature, since that would incentivize them to actually make a bunch of these and make them awesome, whereas if it were just an easter egg it wouldn’t be a huge selling point and therefore they couldn’t justify spending a lot of time on it.
But yeah, if it were just an easter egg feature when three or more people were doing it simultaneously, that could be good too.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.