We’ve all seen how Fractals actually changed the combat overview on Bosses and by extension group combat. That was neat work and I hope it doesn’t stop there.
I really wish to express here what I think the game could benefit in the combat Depth department on PvE side since the PvP side already provides what I will suggest. I think that so far the builds, gear, runes, sigils, weapon swaps, traits and skill choices have proven to give a satisfactory experience but what always have bugged me is how the enemies are and respond to such Depth which leads me to believe that it’s simply one sided. Also keep in mind that I have no idea how hard this is to make it happen, so of course I’ll just be trying to put ideas up to discussion/suggestion.
Gw2 is obviously a very centred fast-paced combat game and when you have a fight be it PvE or PvP the general feeling is of a Duel, reaction and response (quicker ones at that) are usually the way to go and add the fact that you recover very fast (without having to sit and eat/rest) . One of the stronger points for me in the PvP scenery was always the quick counters and epic battle feelings that the smart thinking such as the right usage of CD’s, dodge timing, usage of the map itself can offer. The thing is (and it delve in difficulty of the game as well) in PvE the monsters are not realistic speaking up to it. They do not dodge, I think I’ve noticed a more pattern usage of skills rather than reaction-al, and also the limited repertory of skills.
What I mean by that is: Why can’t we give them a more broad range of skills that can match up to their lore/location/physics to provide us with a more challenging environment? I don’t really expect the undead to dodge but maybe have a few more skills matching up “it’s past life”, He was a ranger so give him a undead pet, a few axe throwing skills of what’s left of his axe, the ability to throw a trap and maybe a few “rarer version” veterans with an elite skill.
I do realize that the game already provides that (which is why I think it could be better tweaked) even on a very unique way (wolves will call for help) but that doesn’t make the actual combat any more…“depthable”. Every enemy has the assigned skill below their name but that’s usually not enough even with a veteran, and usually champions scale in hard hitting rather than tactical/skill capacity. Sure we can have a super hard hitting abomination with huge HP but it wouldn’t hurt to shuffle the script a bit and make a skilful (as in more skill available) mesmer-ish undead that will quite confuse you besides the fact that he does good damage instead of 1 hitting.
I was just in Orr with the Undead that Chills and has the “melee dagger” weapon. I seriously didn’t do anything and my pet Albine Raven got him all alone. Same happened to each and every one of them despite their skills assigned below their names. To make it a challenge I Pulled about 4 of them and the big skinny veteran that throws grubs and even then wasn’t that bad.
So it would be a welcoming Trade-Off in difficulty (More synergy, smart thinking on skills usages/combos, explore tactics/options to overcome a possible “mismatch disadvantage” and etc… over systems that generally 1hit’s you, make you feel powerless, too much hp) and depth even over the leveling experience as well! First 30 levels is all about getting used to how combat really works and the only real difficulty after that is know your limits as in how much can I take? You hone your skills in time into a level where you can usually take alot, and that is when it falls short since there isn’t really a step up from that besides being outnumbered or 1 hit k.o.
One of the best examples I can offer maybe is the skrit. When I heard they were amazing in numbers I got actually excited in having a battle with them. Sadly I don’t think I ever really found more than 2 really together (by myself) or maybe more in an event but that didn’t seem to make a difference. But I wonder if they couldn’t make a “pack” of them with lower hp/less hard hitting but each one of them having a skill that supports the “pack”, Skrit1 does abit more damage and has a skill to shout making others stronger (might stacks maybe), skrit2 hits less but has an skill that can regenerate health, skrit5 can cleanse conditions. That way you would think that it could be wise taking one before you take another depending of your utility/build etc. I think it helps even lore-wise. Make bigger “packs” for group adventurers, make dumb but “hard hitting” single skrit with a few more skill choices other than just hard hitting or throws rocks. Maybe bandits that can dodge? Stealth? Steal?
(edited by Joker.6158)