How to make spvp more intense
A small concern, you shouldn’t hurt the other team by scoring kills on them, you should receive a benefit for your team instead. That just puts players in the mindset of “don’t die” rather than “kill”. (ie. encouraging bunkers)
I like the idea behind respawn timers and the visual effects as well. I really really want them to do something more with combos. The combat depth is as shallow as a puddle. IMO, make combos have much greater effects, but make them harder to do.
So for example, Fire + Blast = 3 stacks of might for however long. Instead of that, make it Fire + Blast = 20 stacks of might for 5 seconds, or something. Make vulnerability what is was in the beta. Make it shorter, stack in duration, but has a flat 20% damage increase. kitten like the warrior’s axe 2 would actually be used, and the associated combos would be devastating. Something like 10s of vuln on the entire team would be a game changer. Obviously durations and availability and the like would have be to changed though. Clusterbomb for example shouldn’t be a blast finisher, but stomp should remain one.
And honestly, I wouldn’t stop at vuln. Pre-release, ArenaNet stated that boons and conditions would be short term, but large impacting. They contrasted this to something you might see in WoW, where buffs/debuffs last for 10 seconds, 30 seconds, a minute, five minutes, but really didn’t do much and were just sort of there.
Well, that’s a lot like how boons/conditions work in GW2. They’re just “there”. When was the last time you actively used a poison or chill condition when you saw someone healing? When was the last time you used weakness when someone was bursting?
You don’t actively apply them to counter situations. You spam them proactively. IMO the entire system needs to be reworked.
(edited by Larynx.2453)
A small concern, you shouldn’t hurt the other team by scoring kills on them, you should receive a benefit for your team instead. That just puts players in the mindset of “don’t die” rather than “kill”. (ie. encouraging bunkers)
-Conquest already rewards defensive play (mostly)
-you know those matches where you just ran around killing stuff but they had you 3 capped the whole time? Those matches would be less one sided from a score standpoint.
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
A small concern, you shouldn’t hurt the other team by scoring kills on them, you should receive a benefit for your team instead. That just puts players in the mindset of “don’t die” rather than “kill”. (ie. encouraging bunkers)
-Conquest already rewards defensive play (mostly)
-you know those matches where you just ran around killing stuff but they had you 3 capped the whole time? Those matches would be less one sided from a score standpoint.
-Which is why we need to encourage more offensive play, or are you enjoying the 4 bunker meta? The point is the mentality of the players. Even if the two are virtually equivalent in effect, what they encourage isn’t. Again, the original idea would translate in someone’s head as, “I shouldn’t die.” rather than “I should kill him.”
-Hotjoin
A small concern, you shouldn’t hurt the other team by scoring kills on them, you should receive a benefit for your team instead. That just puts players in the mindset of “don’t die” rather than “kill”. (ie. encouraging bunkers)
-Conquest already rewards defensive play (mostly)
-you know those matches where you just ran around killing stuff but they had you 3 capped the whole time? Those matches would be less one sided from a score standpoint.-Which is why we need to encourage more offensive play, or are you enjoying the 4 bunker meta?
-Hotjoin
All I wanted to point out is that your criticism of the idea rewarding defensive play didn’t make sense to me.
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
A small concern, you shouldn’t hurt the other team by scoring kills on them, you should receive a benefit for your team instead. That just puts players in the mindset of “don’t die” rather than “kill”. (ie. encouraging bunkers)
-Conquest already rewards defensive play (mostly)
-you know those matches where you just ran around killing stuff but they had you 3 capped the whole time? Those matches would be less one sided from a score standpoint.-Which is why we need to encourage more offensive play, or are you enjoying the 4 bunker meta?
-Hotjoin
All I wanted to point out is that your criticism of the idea rewarding defensive play didn’t make sense to me.
I clarified my reasoning.
Add actual parry and riposte timing. Demon Souls/Dark Souls style
that game is all about skills,a good player at lvl 1 can beat the final boss whilst a bad player at lvl 700+ can still have problems