WvW mechanics that need a lookin'

WvW mechanics that need a lookin'

in Suggestions

Posted by: jhuce.2489

jhuce.2489

All of this is based on/for WvW

Aoe and aoe splash cap is the effect that a player attacks a number of players in an area if it is 1, 2, 3, etc. player/targets. This effect though has a cap of 3-5 players of which said ability can hit a specific time.
Lets say for this agrument there are 10 people standing on top of each other and I come by as a greatsword warrior and I manage to get my entire 100 blades off without them moving. Theoreticly all 10 should be dead or in the downed state, if this was a real wvw scenario 3 of those said players are dead/downedstate and the other 7 not a scratch.If players are not aware of their surroundings they should not be given the opportunity to realise what just happened and in effective kill me as a solo player because of this.
Support players can only give boons, cure conditions and heal 5 of the nearest targets and the same for condition aoe effects I believe. Effectivly this reduces each players abilities drasticly and making the team with the more numbers in control strickly looking at numbers. I feel this mechanic should have some looking at from the GW2 Devs. Personally I feel that this mechanic should be doubled or trippled (If not removed completely).

The healing stats effect needs to be increased. This stat is on a 1:1 ratio (lower on other heals that are not self heals) and does not scale well against any other stat. I realise this games intentions are to make this game kind of an individual health management with every player having their own heal but this is my argument.
Depending on the class and certain abilities; lets say i put 10 points into power I have approximatly increased my DPS .5 -1% (Percent not ratio). If i put 10 points into precition this has too many factors to it to put a number on it but for this agrument i put just 100 points into precition im going to now have 10% crit chance 6% higher then the minimum of 4%. 100 healing will give me 100 to my self heal and a smaller amount other heals. Where that extra 6% crit will do effectily more damage then my 100into healing will heal for. Vitality is on a 10:1 ratio. Toughness I found is a on a 1:1 ratio effectively canceling out the opponents power, but this effects you every time you are attacked with a melee weapon. ranged attacked, anything that is not condition damage, where healing only is in effect when you are healed (Are you attacked more then you are healed?).

Aoe heals, boons, cure conditions are strickly nearest target, this does not matter if the players around you are in your party, guild or a random player (I thought this was “Guild” Wars not “Nearest people to me” Wars). This takes away from any kind of group play within zergs or large fights. There should be some kind of priority effect in this game something in the order of Party>Guild>Random>Pet>NPC>Rabbit(lol) you get my point.

Downed state in wvw…ive read tons of posts about this machanic so there is not much I can add that isnt already on a forum somewhere. So ill just say that this effectivly makes numbers>skill or organisation. I run small man groups 5-10, we can kill a larger number then what we come up against. But if we manage to get the jump on a cluster of lets say….50 we can manage to down 40% of them. Thats using all our cooldowns making the rest of the fight auto attacks (if we decide to stick around). If we decide to run…well 30 people can res the 20 downed in a matter of seconds…SECONDS. Really?

So thats my thoughts about that…if you’ve read this far please post or send me your suggestions/questions.

Skill should prevail over numbers…in theory
All or Nothing – AoN

WvW mechanics that need a lookin'

in Suggestions

Posted by: jhuce.2489

jhuce.2489

Nobody has any interest in this?

Skill should prevail over numbers…in theory
All or Nothing – AoN