(edited by funkylovemonkey.3097)
Immunity
I agree.
It’s much like the Evasion in World of Warcraft – and it’s buggy, annoying, and an overpunitive, unnecessary measure to fight some kind of exploiting, I suppose.
I wish GW2 was made a little more solid like GW1 in terms of combat “rules”. Allowing a player to gain field advantage by being in an elevated area, etc, should be an option.
Shooting an enemy from a safe spot, having the enemy try to reach you, taking health from him during that time, only to have him go invulnerable halfway and off he goes to his spawn spot, is a huge turnoff.
Make enemies attempt to run out of your range instead of run towards you, when you attack from a spot they “calculate” will take too long to reach.
Last night I managed to beat a veteran that couldn’t reach me. I didn’t get hit once. So even though I know this pathing check to trigger immunity is in the game, I know it’s not solving the issue of players using terrain and positioning to get cheap kills.
As far as I am concerned, enemies that shouldn’t be killed in the manner I achieved last night should have some form of retaliation, but please get rid of the immunity factor as it just doesn’t lend itself to an enjoyable game-play experience. The game can afford take lighters step in this department. The current implementation is heavy-handed and negatively impacting more than it helps.
(edited by Redfeather.6401)
I just had a long battle where I was running circles with a champion frost imp on my thief and I had him down to that last sliver of health and I was low on health too, so I did a dive up to him to finish him and he went invulnerable and killed me. He went invulnerable 2 other times during the fight which made it even more difficult. I agree something needs to be done because this is silly.
I think a good workable solution is the removal of immunity and a substitution with retaliation.
When the mechanic is triggered it will not make it impossible to kill an enemy. Enemies that trigger it and can still attack you for whatever bugged reasons won’t be as frustrating. But the new implementation will also make it deadly to try to outright farm enemies using pathing exploits.
They just need to give to NPCs the same rules as they give to humans.
Movement while using skills, more use of punishing skills like confusion, retaliation, wall of reflection, etc.
Give creatures the ability to strafe, back-peddal, kite.
Make their defense be more than just a Health pool – give them defensive skills, heals and condition removal.
It goes on.
Full suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Balancing-PvP-vs-PvE-vs-Fun/first#post425932