… and ways to remedy issues of cheapness within GW2’s combat (curse you, character limits).
One of the biggest issues that detriments GW2’s combat experience is with the game’s poor attack projection. It’s the frustration that occurs when players are instantly knocked back, immobilized or stunned by attacks they can barely see or hit by attacks that looks much smaller than their animations. When poorly projected attacks occur, players are not challenged to use their reflexes and attentiveness to avoid danger, but rather they’re frustrated because the game doesn’t give them the means. These kinds of attacks encourage a playstyle where players must often use their skills after being hit and this disallows them the benefit of clever and pre-emptive use of their abilities. The result of this design is an unpolished combat system that is often frustrating and unengaging to the player.
So, ANet, I come to you today with a list of issues regarding the combat system and suggestions on how you could fix these issues. These suggestions are focused on the PvE side of the game, but I’m sure the principle behind them can be applied to PvP as well.
1) For melee attacks, increase enemy weapon/character model to match the AoE hitboxes of their attacks.
In action oriented games it is a common convention that the hitboxes of attacks should rarely ever extend past their animation, and this convention is in place for good reason. If not for the actual visible attack itself what else is the player supposed to use in order to help them position their characters? This combat system was touted as one that required players to move around after all. There’s little point in moving around if the enemy’s attacks cheat their hitboxes and players will get hit anyway.
2) Ranged projectiles should never seek/lock-on to the player. Ever.
This is an incredibly cheap way of increasing the game’s difficulty. One that doesn’t increase the challenge, but does increase the level of frustration. Remove the lock-on capabilities of these attacks and make them fire less frequently, giving players a change to dodge them. To compensate make the animation, model and hitboxes of ranges attacks larger, and increase their damage to offset the fact that players will be able dodge many of them by strafing. If there must ever be a ranged lock-on attack, make the projectile slow to give players a change to dodge it using their precious dodge bar.
3) Make CC abilities more noticeable
One of the worst things that can be done to a player in an action game is for the game to take away control of their character. There’s nothing challenging about enemy abilities that make the player into an observer, especially when the attacks that do so are difficult to see. The main offenders here are the Krait, but there are many others spread throughout the game.
My suggestion in this area is to increase the windup of such abilities and give them more noticeable animations. For instance, the Risen Acolyte’s immobilize attack should use the Grasping Dead (necromancer scepter #2 ability) animation and give players about 1/2-1 second to move out of the AoE.
(edited by TwoBit.5903)