Sorrow’s Furnace
Kabal of the Righteous [Seed]
(edited by JerekLo.5893)
I really enjoy “downable” foes. I think if they keep it to humanoids (I just don’t see Moas res-ing eachother.), it would be a great edition to the game. GW1 had enemies that could res each other and it added a nice dynamic to the fight, making sure your enemies stayed dead as you thinned the herd.
A lot of the mobs and mechanics in the first game were geared to making players learn the ins and outs of pvp, and that’s an aspect I find missing in GW2. Making foes more dynamic (res-ing allies, dodging, better skill usage, downing players, etc.) means they can rely on things besides giving then more hp/strength to create challenge. I’m all for it.
Edit: And turn about is fair play, let the enemies spike us as well. Gotta keep people on their toes.
(edited by JerekLo.5893)
Does the pop up banner thing saying “Press K to finish them” with an arrow thing ever go away? Every time I played it last night and the humnesque character was down, that banner would pop up. Every single time. No matter how many times I clicked the x, the pop up returned. Is there a way to make it go away?
I like having to finish them in PvE, for two reasons:
My only wish was that all sapient (playable races, skritt, krait, centaurs, etc. – not the animals/wildlife like moas, skelk, etc.) foes have a chance of going into downed state – with playable races having a higher chance to go into a downed state rather than straight to dead (say 40% chance for non-playable; 60% chance for playable). In zergs, this helps players tag foes. In smaller groups, it’s just a couple extra seconds and if you’re fighting a group solo then you can avoid them – or the downed foes distract their allies as the NPC AI will set themselves up to revive their fallen foes, making them unable to attack.
I wouldn’t mind if it were possible for elites/champions/legendaries/epics to finish players off either. Maybe just elites, since champions and legendaries are already strong enough to quickly wipe downed players. Veterans are a bit too common IMO but could be given such as well with a lesser “priority” to finish players off with the charge up.
The benefits is far superior to the downside of having to spend a few more seconds to finish an enemy off.
Does the pop up banner thing saying “Press K to finish them” with an arrow thing ever go away? Every time I played it last night and the humnesque character was down, that banner would pop up. Every single time. No matter how many times I clicked the x, the pop up returned. Is there a way to make it go away?
You mean the hint box? It should disappear once you fulfill what it’s telling you to do – if not pop up only one time. If you haven’t finished off an enemy via that button I suggest doing so. If it still pops up after then it’s a bug.
(edited by Konig Des Todes.2086)
It’s an interesting mechanic that would lend itself better to dungeon runs than open world PVE. It could open up some interesting gameplay mechanics depending on enemy downed abilities.
But let’s not pretend, as it is now its a way to sell PvP finishers to PVE players.
Makes ranged professions redundant IMO. I don’t WANT to run in on my ranger every time I kill something. Seems pretty stupid, but hey, gotta sell those finishers to PvE people for SOMETHING.
You DO realize that you can alternatively not run in to use a finisher and keep killing them from a distance while they’re downed right?
When I first ran into the mechanic I was expecting them to die once their HP ran out and finding that they just went into a downed state was a bit annoying.
However, now I am fine with the addition of the downed enemies. I like to view it as Anet deciding to switch things up a bit and instead of just making all the baddies Veterans or harder (aka throwing more HP onto enemies), they instead decided to add the downed state which is similar but different. Now when you down them, they still have a bit more HP to chew through if you want to just sit back and range/melee them down or you can more quickly just finish them off with a finisher.
I will say though that it is really annoying when a baddie you’ve downed is revived… but it just means you need to be more careful in managing what is going on.
Simply reduce the “cast time” from 3 seconds to 1. It would still require you to make sure you killed the enemies properly but wouldn’t be as annoying.
It is annoying when you’re trying to spam loot, I would like to suggest a separate button for looting to be implemented in this case.
I really enjoy “downable” foes. I think if they keep it to humanoids (I just don’t see Moas res-ing eachother.), it would be a great edition to the game. GW1 had enemies that could res each other and it added a nice dynamic to the fight, making sure your enemies stayed dead as you thinned the herd.
A lot of the mobs and mechanics in the first game were geared to making players learn the ins and outs of pvp, and that’s an aspect I find missing in GW2. Making foes more dynamic (res-ing allies, dodging, better skill usage, downing players, etc.) means they can rely on things besides giving then more hp/strength to create challenge. I’m all for it.
Edit: And turn about is fair play, let the enemies spike us as well. Gotta keep people on their toes.
It’s an interesting mechanic that would lend itself better to dungeon runs than open world PVE. It could open up some interesting gameplay mechanics depending on enemy downed abilities.
These two comments basicly sums up all there is to know.
I think its time we encounter inteligent enemies. When I first saw this new extra I thought of GW1 right away. In GW1 as said before fights were more dynamic, and skill based compared to GW2. You had to have a good teamcomp,you had to pay a lot of attention interrupting the mobs healing, and rez skills. Mobs had way more skills, and used them much more efficient than in this game. They interrupted your rez and heals as well, it was annoying sometimes but tons of fun at the same.
In this game pve is all about smashing buttons and using skills on recharge in zergs trying to hit as many enemies as you can to get more loot. In dungeons they give elites huge amounts of hp to keep you occupied and bored enough, alright sometimes they have some burst skills so you have to pay a little attention between two snores. It would be such an epic addition to the game to see some organized, and intelligent mob packs in dungeons, personal stories. They could dodge, res each other, rally, finish downed players, heal in area, interrupt players etc. No need to give them huge hp pool when you can give a real challange to players otherwise. I just really hope one day this will all come true.
That being said I have to admit that this mechanic in the open world PVE, is less effective,since players do quests solo and it just basicly wastes your time not doing anything else. They are not in packs and dont really fight back from downed state, so there is just no point for them to be downed at the first place.
(edited by Valheru Baal.9456)
It is annoying when you’re trying to spam loot, I would like to suggest a separate button for looting to be implemented in this case.
You can already bind a key specifically for AoE Looting.
Personaly I dont mind this iteration of the mechanic. For one thing any excuse to fire off my SAB finisher is welcome. Second the mobs dont really do anything while downed and I’m quite happy to just cleave them down if I’m too pressed fighting other mobs to finish them.
Now on the other hand the scarlet mobs were a PITA considering any other mob could instant rez another mob off the corpses if they reached it before the animation finished. Even haveing to stomp those things wouldnt have been bad if the mobs had to finish a cast time of similar length before your stop to succeed.
I personally don’t like it in PvE. If it’s going to be anywhere.. PvP or WvW is suited for it.
Even then, from what I’ve seen, most people don’t even like the “downed” state to begin with in PvP and WvW and it should be removed from the game entirely. There are some that like it, and generally these are the people that get beat down easily and need their buddies to revive them.
That is something I also agree with. I think it’s a big waste of time in general; when you add up all that additional time it takes to either stomp or beat down enemies, it’s a lot of time wasted IMO.
Edit – If the stomping stays, I’d much prefer to make it an AoE stomp that takes out a bunch of targets at once.
(edited by DeadlySynz.3471)
If they do add this to even more mobs I would hope they would fasten the animation of the finishers. The start is slow and can get you killed if you just spam F and don’t look what is happening in the area.
Also, I don’t see downed state on “stupid” animals, but on all intelligent enemies it would make sense (and NO Risen are not intelligent, their bosses are but risen themselves are just zombies).
That is something I also agree with. I think it’s a big waste of time in general; when you add up all that additional time it takes to either stomp or beat down enemies, it’s a lot of time wasted IMO.
Playing a game is a waste of time.
I rather like this because it adds an extra level of tactics required. You can’t just kill, grab loot and be gone. After you get them downed (and they do call in help for reviving!), you have to make a choice. Do I run in and finish it quickly (possible if there are no other foes in sight), or will I stay at range and finish him off with my normal attacks?
That is something I also agree with. I think it’s a big waste of time in general; when you add up all that additional time it takes to either stomp or beat down enemies, it’s a lot of time wasted IMO.
Playing a game is a waste of time.
I rather like this because it adds an extra level of tactics required. You can’t just kill, grab loot and be gone. After you get them downed (and they do call in help for reviving!), you have to make a choice. Do I run in and finish it quickly (possible if there are no other foes in sight), or will I stay at range and finish him off with my normal attacks?
Honestly, it adds nothing. It is new in PvE and some are excited to have something new. If you get used to it, you will do things your way like every day and all it keeps adding is more time you need to do the same thing.
Useless additon to the game.
I actually kinda like it. I think it gives a nice feel to the mobs and the battle. For me it feels like these mobs are special in a way, a mob close to a player. Not that it fights as a player or anything, just that with the Finish Them thing it makes it feel as if they’re special.
I’m not a fan of finishers in PVE, and here is why: It breaks established game rules. It all becomes a bit of a jumbled mess. Some enemies require a finisher, some of them don’t. Why? No reason. It’s sloppy design. The game was designed in such a way that wvw and pvp have finishers, and PVE doesn’t. Stick to your design rules. Once you start mixing it up, and randomly have some enemies require a finisher, it stops making sense.
Also, it doesn’t serve a purpose. All it does it take up more time to kill an enemy. These aren’t players we are killing, and they don’t need a chance to rally. Just have them die like everything else in the world.
+ 1
Finishers makes no sense.
Make a Option enable/disable Finishers. problem solved.
:)
Them having more money means they can afford to do more things, which results in better gameplay.
that is one of the most naive things i have heard/read lately. made my day, thank you.
- It gives players more chances to tag enemies in zergs, as they basically get an extra half of a health bar.
this on the other hand is completely true and also the reason i like finishing in pve.
I’m not a fan of finishers in PVE, and here is why: It breaks established game rules. It all becomes a bit of a jumbled mess.
It really doesn’t.
There were no established game rules. Just trends up until now. It gives the Nightmare Court the air of being the elite fighters of this alliance, shows off finishers and lends smarter mechanics to NPCs.
God forbid they change the mechanics every few hundred enemies you faceroll. That’d just morph the whole game into a pile of poo, wouldn’kitten (Rofl, can’t even say would it not in shortened format)
Speaking of things that make other things into jumbled messes, weren’t you one of the people crying out in despair for mounts?
I empathise with the immersion breaking comment earlier on. It just doesn’t feel right and fit right with the game in pve. Unlike in pvp, the mob is still dead – it isn’t going to get rezzed by anything nearby so it serves no purpose. If the mobs could rez down allies…then we could have something more interesting.
Actually I did see them ressing each other. And I’ve seen them crawl back up when they didn’t get finished.
I’ve only seen it mentioned once in this thread, but they are dodging too. Not a lot, but enough to surprise me – nearly got ganked the first time I saw that, was too shocked. ;-)
The strategy of adding unique PvP/Character-type skills in certain PvE mobs (Enemy and perhaps Ally) seems to be a sound one. With any luck it will mitigate the ever increasing ‘trash mob / huge HP mob’ problem seen in dungeons and replace it with smaller, more integrated groups to fight.
Yep, didn’t notice this at first. Could be interesting if developed right. Still feels a bit out of place, but it’s now a more interesting concept
It really doesn’t.
There were no established game rules. Just trends up until now. It gives the Nightmare Court the air of being the elite fighters of this alliance, shows off finishers and lends smarter mechanics to NPCs.
Yes there were established rules. All Nightmare Court enemies in the game do not require a finisher to be killed. All bandits and other human enemies do not require a finisher to be killed. None of the Norn enemies, such as Sons of Svanir, require a finisher to be killed. None of the Charr enemies, such as Sons of Svanir, require a finisher to be killed. I’d say those are some pretty clearly established rules.
Now we have some Nightmare Court enemies that require a finisher, and all other Nightmare Court enemies still don’t, and neither does anything else. It’s a mess!
Speaking of things that make other things into jumbled messes, weren’t you one of the people crying out in despair for mounts?
No I wasn’t. I simply supported the idea, I think they could work, depending on the implementation. What does that have to do with it?
I actually kinda like it. I think it gives a nice feel to the mobs and the battle. For me it feels like these mobs are special in a way, a mob close to a player. Not that it fights as a player or anything, just that with the Finish Them thing it makes it feel as if they’re special.
I couldn’t agree more.
Now, to me, toxic courtiers are special. I mean, they are important, they are not just going to drop dead. They are trying to survive too, and while killing you is still their priority, they don’t look so inclined to die for it because they are holding on to their lives and helping each other to get back on their feet. They want to live, and they want their allies to live, too! It makes me feel like they are not as disposable as the Aetherblades, for example.
It really doesn’t.
Speaking of things that make other things into jumbled messes, weren’t you one of the people crying out in despair for mounts?
No I wasn’t. I simply supported the idea, I think they could work, depending on the implementation. What does that have to do with it?
A), Those are trends, not rules. Trends can change and will change. Secondly, these imaginary rules of yours were not ‘clearly defined’, nobody at Anet stated ‘Enemies will die this way and only this way!’. Enemies tended to die easier before. Now they don’t.
Something changed, oh god what. Quick, fire the dev responsible!
It is not a ‘mess’, because the enemies that don’t die as easily are obviously special cases, probably elites hyped up on stimulants produced by the tower. There aren’t that many of them and really, adding a mechanic that makes the game very slightly harder only enriches it, not scrambles it. If this is what it takes to set you off claiming all is lost to chaos and madness, the Scarlet storyline must have killed your sanity three times over.
B), I just find it ironic that you’re all for something that would make a literal mess of Guild Wars 2. It would break your imaginary rules on a level far greater than that Toxic Sorcerer taking exactly five more seconds to die.
A), Those are trends, not rules. Trends can change and will change. Secondly, these imaginary rules of yours were not ‘clearly defined’, nobody at Anet stated ‘Enemies will die this way and only this way!’. Enemies tended to die easier before. Now they don’t.
When you establish all enemies in the game as dying normally throughout the entire game, and then suddenly make an exception for an established type of enemy, that only applies to one specific Living Story part… yeah that is breaking established rules. You establish rules as people are playing through the game. You teach them how things work, how enemies are fought, and how they are killed. It is confusing and illogical to mix pvp/wvw mechanics into that.
B), I just find it ironic that you’re all for something that would make a literal mess of Guild Wars 2. It would break your imaginary rules on a level far greater than that Toxic Sorcerer taking exactly five more seconds to die.
You are presuming I’m in favor of the implementation of mounts in the way they are implemented in a game like WoW. But you are wrong. I am in favor of mounts in the way they were implemented in GW1. Please explain to me how that would make a mess of anything?
I won’t like this until they add a Keg Brawl finisher for achieving the title/achievement Keg master, and make it something spectacular like dropping a giant guild keg (from the banquet consumable) on top of them and not just a stake with a tiny flag on it that says “Kegmaster”… and players who already received it would obtain that retroactively.
Until then, I will forever be bitter that ArenaNet only made this unbalanced change simply to promote their gem store finishers in open world.
Dev Live Stream
I didn’t like it, it slow down the combat and it could create the base to make any fight harder, this will please the “this game is too easy” crowd, but it as also will make other players just avoid new content, it happened (tequila/new TA…), therefore it can happen again.
If this new mechanic is here to stay I hope it will be limited only to specific events and/or it will see a reduction of the “impalement” cast time.
(edited by Erick Alastor.3917)
I thoroughly approve of finishers on NPCs; its a great way to promote finisher sales, since not everyone likes PvP.
I bought the spectre finisher for my Necro, purely because I can use it to finish NPC’s. Heck, add the mechanic to every enemy from Veterans up, and Anet will be rolling in finisher money.
I’m not sure if you’ve realized, but the sole reason this was even put in was precisely for the so-called exclusive PvErs who would’ve moaned to the high heavens if they had to do PvP to get an achievement. (Never mind that they couldn’t care less about people seeing it from the vice versa perspective)
It’s absolutely needed! How the hell A-Net can sell you more finishers and make more money if only WvW and PvP player can see them? Now EVERYONE get to see them and use them and more people going to buy it! They don’t charge us a monthly fee, they have to make money somewhere!
This is the beginning of what may come, and I love it.
These enemies even starts ressing downed enemies up. If this continues we will see whole different levels in dungeons, where you have to keep the enemies away from ressing their downed ones.
I think most people are just afraid here that they will not be able to AoE farm certain mobs anymore if they get downed.
Not sure if it has been said, but, I think the downed state should be reserved for elite/vet/boss mobs. To have every human type monster do downstate will get REALLY old quick.
Not sure if it has been said, but, I think the downed state should be reserved for elite/vet/boss mobs. To have every human type monster do downstate will get REALLY old quick.
Somebody actually mentioned that idea, and I agree with it. Makes the Veterans, Elites, Champions, and Legendaries seem like they’re willing to do what it takes to live compared to the normal mobs. But I’d prefer it ONLY for the humanoid mobs, like Nightmare Court, Inquest, Flame Legion, Svanir, and Bandits. Basically, reserved for the playable race enemies. And give it to our NPC helpers too. I’d like to be able to help keep the priests alive on the way to Balthazar without them being bursted down.
(edited by RyuDragnier.9476)
flemh pvp doesnt belong into pve & vice versa
@Ryu: Maybe not Vets… Vets can spawn in massive numbers during some events and dungeons. I’d be OK with Elites/Champions/Legendaries getting the downed state, as it promotes more strategic play with stopping enemies before they res each other.
At the same time though, if this is a new mechanic to be available throughout PvE, then I want it to be available to all sentient races. Why is it that humans/charr/Inquest/sylvari/norn get downed states, but dredge/krait/centaurs/skritt don’t? I could see spiders, deer or what not giving up and dying immediately, but why would other sentient races not fight for life as hard as the 5 standard ones?
I think the finish him should be reserved for champion mobs. I used to think veterans too but here’s the thing. We usually face a lot of Vet’s so that becomes a time shink. So it’s better it stays with the Champion mobs only.
for the love of God..please don’t add this feature to every single mob (not even to every single “sentient” mob) all around the world…
Unless you get some sort of special rewards like
- a chance to get double loot
-higher rare items chance
otherwise its just a waste of time…
SPECIALLY in zergs!! Even in smaller teams, its useless to gang up on a single mob with 30+champ train players and only 1 player gets to stomp the champ… and gets nothing for it….
If Anet NEEDS to add this into the game, then leave it in living story content only….
or just in dungeons BUT NOT ON ALL MOBS.
Trash mobs should stay trash mobs….
Imagine playing cof (the path with the demolition asura guy)
now imagine 5 players protecting the asura demolitionist form stealthed assassins while fighting off a never ending wave of trash mobs…AND STOMPING EVERY SINGLE ONE OF THEM!?!
Them having more money means they can afford to do more things, which results in better gameplay.
that is one of the most naive things i have heard/read lately. made my day, thank you.
It’s far from naive. Let me give you one example:
Voice Acting. It is an external resource that ArenaNet must pay for. If they have more money to put to this, they can not only get new voice actors, but can afford to have those they already hired to do more lines and give more time to voice acting. The reverse occurs too – the less money they have, the few actors and time (therefore few voiced lines and variation of voices) they can afford.
The same goes for all other external resources they have, though I believe GW2 is more internal than not in comparison to most games. That’s how the business world works after all. There’s only so much you can do without paying money. More so for companies.
I know that this may have been mentioned already, but I like the finishing off for many reasons.
I like that the computers show intelligence and actually pick up other enemies. It’s not emmersion breaking, it’s quite realistic. Yes, it’s more time spent, but it’s better than hacking the monster til it’s dead. I want to fight a monster that is smarter, otherwise it’s boring.
I like how this makes the fight a kittenallenging. It requires a little thinking as far as builds are concerned. Some people really don’t think builds through, and to truly play the game to its fullest, you need to be pushed into a situation where it requires thinking instead of pressing 1 constantly. I personally hate that people can just use 1, and finish something off while another is actually using other skills. This finisher thing actually forces people to wake up and actually help.
Also I find the finishers nice for folks that are pve only. It’s nice to use. Spiking your enemy with a giant cow or something. pvpers and wvwers get to use them, I want to use them without being in wvw/pvp. I like the aesthetics of it. Yes, it’s profit for Anet, but I don’t mind paying cash or in-game gold (gem transfer) for it. [Plus, you still get default finisher anyway, so it’s not like you’re forced to buy]
And I know this was mentioned as well: GW2 needs to grow as well. It’s far too easy for all of us to reach endgame, and endgame being easy? That’s boring. It makes us less inclined to keep playing. This finisher stuff might be just what we need to slow down. It might also give us better reasons to need ascended stuff. [for example, I’d love to see agony condition OUTSIDE of fractals so that the game is harder]
GW1 required not only an individual build, but team builds. It required build changing as the situation changed. We need to see this more often instead of only running zerkers for high damage. (Shoot…I will love Anet for bringing back that fight we had to do with our doppleganger). Honestly, the amount of intelligence that gw1 monsters had, if applied to the monster in gw2, it would make this game incredibly fun. The issue with gw1 was its linear nature, but that’s not a problem in this game. Just think of that monster rushing after you until they’re downed, and still able to hit you! Just think of dungeons that you can’t speed run like crazy (boring…as kittens you know.)
I’m glad to find I am not the only person who finds this to be a completely unnecessary waste of time.
The entire fight is just a ridiculous rockemsockem robot match anyways, there is no need to drag it out even longer because absolutely nothing interesting is going on.
Stomping doesn’t make the game more realistic because the is so hyper unrealisitc. When I slice my sword cleanly through a mob from neck to groin, it should be lying dead on the ground within seconds from the massive blood loss and organ failure and not simply taking 0.0001% hp reduction.
In fact, stomping only makes the game that much more unrealistic because once you are lying on the ground from blood loss and massive organ failure, you aren’t going to be getting up just because you want to live, especially because your brain won’t be getting enough oxygen due to the huge blood loss preventing oxygen from getting to the brain. If you want the make the game more realistic, then make the player’s attacks physically affect the mobs in the same way an actual attack of that nature would affect the mobs. Adding on another completely artificial and unrealistic mechanism to combat doesn’t make combat more realistic, rather it makes combat even less realistic.
(edited by Ellisande.5218)
I like how this makes the fight a kittenallenging. It requires a little thinking as far as builds are concerned. Some people really don’t think builds through, and to truly play the game to its fullest, you need to be pushed into a situation where it requires thinking instead of pressing 1 constantly. I personally hate that people can just use 1, and finish something off while another is actually using other skills. This finisher thing actually forces people to wake up and actually help.
No it doesn’t. It never forced players to change their build in wvw either. All you do when an enemy is downed, is spam attacks on him till he dies. It just takes longer, but most people don’t even bother to finish off an enemy (be it a monster or a player). They just spam their regular attacks on downed players till they croak. It adds zero tactical combat to the game, and just makes combat take longer.
So exactly the opposite of what you say is true. People are better off spamming “1”, because it is a far less risky and more effective way to kill downed opponents. It always has been. Even in wvw.
This is just a terrible waste of my time.
The animation takes forever (I have to sit there for a ton of time while my character does absolutely nothing worthwhile), ruins the point of choosing to make a PvE character devoted to AOE damage, this effectively increases the hp of mobs by 50-100% or more thus increasing the amount of time it takes to kill the mob, and really serves no function. This isn’t making me think more during combat because my options are exactly the same as they were before, it just makes me waste more time to kill the same enemy.
If you want to implement a change that makes me think more during combat that give me more options, such as the ability to block attacks or dodge more than twice in a row (I think the only thing dumber than overly limited GW2’s dodge energy is Aion’s flight energy).
There is nothing I like about having my time wasted and just breaks immersion even more. If I slice something in half with my giant greatsword, it shouldn’t be ready to get back up into combat as soon as I turn my back.
For the people who say you can just spam more attacks on the downed mob, I say that only shows how ridiculous and pointless this change was as Anet has effectively increased mob hp by 50-100% or more (if you are forced to switch to a different mob /set of mobs which allows this mob to get up at 50% hp and then still requires killing off again from a downed state) with this change. Having to spam extra attacks to kill a mob that the hp meter says you already killed is no less a waste of time than having to sit there twiddling your thumbs for 4 seconds waiting for the finisher to go off. Both are nothing more than an immersion breaking waste of time.
And I also contest the assertion that giving mobs downed states will cause Anet to decrease mob hp. In fact I would claim that this was a change to effectively increase mob health and not decrease it.
(edited by Ellisande.5218)
I like that the computers show intelligence and actually pick up other enemies. It’s not emmersion breaking, it’s quite realistic. Yes, it’s more time spent, but it’s better than hacking the monster til it’s dead. I want to fight a monster that is smarter, otherwise it’s boring.
I won’t argue immersion, since that will vary from player to player. I will argue cinematic feel. While needing to “finish” the occasional enemy is cinematic, seeing allies pull a flagpole out of their kitten to do so is not. Neither would having to “finish” every enemy one faces — not that it’s that way (yet). I’m also not sure that enemies coming into AoE/cleave range of downed mobs is “smarter” AI.
My simple (edit: attempt at a) solution would be to speed up the animation in PvE, maybe let’s try how 2 seconds instead of 3 seconds would feel.
This “feature” shouldn’t have been consider in the first place in a PvE area. If they wanna use the stomp, either they use it on a epic boss like the Karka Queen last year, PvP, and WvW. That feature would ruin the flow of the battle and is a waste of time, all thing consider. I would bet those that wanted this feature never actually tries to dungeon or fractal to understand how dangerous standing still is in those area. CM, CoF, Fractal +20 level, TA, HotW, AC with those ghost, etc. You will DIE trying to stomp those npcs there. And there the Personal Story. God forbid you have to stomp all those Risen in the Battle of Claw Island. God forbid if you are caster. Speaking of caster, you casters would be paper when you have to walk up to the npc and stomp them.
You could “argue” that you can just keep attacking, but that is a waste of precious time and you know it.
It’s far from naive. Let me give you one example:
Voice Acting. It is an external resource that ArenaNet must pay for. If they have more money to put to this, they can not only get new voice actors, but can afford to have those they already hired to do more lines and give more time to voice acting. The reverse occurs too – the less money they have, the few actors and time (therefore few voiced lines and variation of voices) they can afford.
The same goes for all other external resources they have, though I believe GW2 is more internal than not in comparison to most games. That’s how the business world works after all. There’s only so much you can do without paying money. More so for companies.
He is right that you are naive. The money they earn would be use to further fund this horrible Living Story. The VA cash? All goes to Tara Strong to voice Scarlet. You cannot deny that Tara Strong is expensive, especially with her VA records. External resource? That is a funny way of saying stockholders and funding other NCsoft Games.
MMO mobs are supposed to die, I’m not really for a mechanic that adds to their survival and really just makes fighting them more tedious. When a mobs hit points/health reach zero, they should be dead, end of story. That’s actually one of the things I hate the most about the bloody karka, every time their hit points jump back up to full it feels like an ArenaNet developer laughing at you while making a rude gesture.
I suppose the mechanic could work in VERY limited cases but if all humanoids start to require a finishing move or else they will get revived then PvE combat will be much less entertaining that it used to be.
(edited by DoctorOverlord.8620)
I just wish the finishers were class related, rather than generic. I mean, if you’re going to force us to finish them, it should at least be stylish by default.
I just wish the finishers were class related, rather than generic. I mean, if you’re going to force us to finish them, it should at least be stylish by default.
The default finishers could be the GW2 equivalent of GW class/gender dances! I’d try to finish at every opportunity if they did that.
But I seriously doubt they’d ever do it, since one of the goals with this is clearly to sell finishers, which people are less inclined to do if their default finisher is fun.
I’m glad to find I am not the only person who finds this to be a completely unnecessary waste of time.
The entire fight is just a ridiculous rockemsockem robot match anyways, there is no need to drag it out even longer because absolutely nothing interesting is going on.
Stomping doesn’t make the game more realistic because the is so hyper unrealisitc. When I slice my sword cleanly through a mob from neck to groin, it should be lying dead on the ground within seconds from the massive blood loss and organ failure and not simply taking 0.0001% hp reduction.
In fact, stomping only makes the game that much more unrealistic because once you are lying on the ground from blood loss and massive organ failure, you aren’t going to be getting up just because you want to live, especially because your brain won’t be getting enough oxygen due to the huge blood loss preventing oxygen from getting to the brain. If you want the make the game more realistic, then make the player’s attacks physically affect the mobs in the same way an actual attack of that nature would affect the mobs. Adding on another completely artificial and unrealistic mechanism to combat doesn’t make combat more realistic, rather it makes combat even less realistic.
I agree, the whole “downed” state should be removed! Because it’s so unrealistic… We’ll just WP when we’re dead. Oh wait, that’s unrealistic too. They should just delete your character at death. Your friends can hold a funeral where they can bury your dead body.
Why would a downed state for NPC enemies be unnatural and a downed state for players not? If it’s unnatural for NPC enemies, shouldn’t we not get a downed state either?
And about your second post, if you’re heavy in AoE, you can just continue with your AoE, you might actually kill them faster that way, instead of finishing them. Unless there’s a foe reviving…
You guys woulds have been really mad at the end of the ancient karka fight.
Longest finisher ever.
I like to think that the clockwork need finishing because, hey, they’re busy little builders, and their ability to build often MORE dangerous things out of fallen comrades is fun.
I like the toxic sylvari because they’re obviously hopped up on spores.
I like the inclusion of transparent and easy to understand new enemy mechanics that don’t just fall apart when scaled up like aetherblades turning a whole field in to stun-hell. It adds some semblance of strategy to a fight aside from target order, which is something this game desperately needs.
(edited by PopeUrban.2578)
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