I am sorry for the length, but would hope that you will still take the time to read and consider this.
My greatest favor of Guild Wars 2 was that it would not be like any other game, especially in the combat system. Combat is essentially what the game is built on; you can do stories, quests, pvp, pve, wvwvw, etc. and combat is what gets you through to the end. Therefore how you design combat is a big deal! It felt like it would be different as I first played, the dodge mechanic seemed different even. However as time went on the game became less fun and I realized there is really not that much more skill in comparison to other games. I will show how:
First: overall use of the abilities
Literally “face-rolling” will not make you a winner. There is some discernment as when to use certain skills, but that is the same as every other game. What is the difference? Certainly there are differences on a micro level, but at the end of the day the skill required for both is the same. If the enemy runs away I press charge; if I am range I keep my distance and snare; if I am dying I heal; if they knock me down I break stun. These basic features are shared by different games. This is because the abilities are designed to be less strategic in a partnership of fighting (fight with), and so it depends on me as to how fast I can kill without getting killed (fight at). (More on this later.)
Second: Dodge acts just as another ability
Dodge works just like any other ability: You have a Cool Down before you use it, you use it 1-2 times just like using shield block, and you have traits that can decrease Cool Down. The skill to use dodge is just like any other ability. When I want to block with a shield, I push a button and wait for Xsecs, then do it again. Same thing with dodge, and same thing with other games. That is, I can avoid damage by pushing a button at the right time, and then wait for Cool Down and do it all over again.
Skill Summary
The skill in this is based on getting the right sequence of abilities at the right time and the basis of judgement is on Cool Down time. Take away the Cool Down, take away the strategy and thus the skill requirement. This is just like other games, and there is not that much skill involved. The purpose is therefore to kill your opponent by “face-rolling” or rather using what abilities you can at the right time because of CD.
What do I mean by “face-rolling?”
For starters, there are not many ability options. That means combined with the skill involved (which is not much) the basis for being a good player is: Traiting right; Equipping right (weapons); Picking right (utilities). After that, not too much can go wrong. Either your a causal player and will not improve anyways or you will be a serious player. Based on the player? Yes, but that has been the case for other games. Since it is all about how you trait, how you use your abilities is not that big of an issue.
Face-rolling is possible because it does not matter what abilities I use, eventually the enemy will die. There is never a time I need to stop and think, “what I am doing is ineffective, I need to do something else.” Here is why:
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