Greetings!
In the spirit of ‘top 5’ lists that seem to be all the rage today, here’s my list of things that I think GW2 needs to stop doing. I preface this by saying that I don’t expect everyone or even anyone to agree with me; this is not an ultimatum, it’s an opinion.
1) Stop changing my targets. I’m not talking about losing sight of a mob during a tumble or roll, or even if a mob tunnels; that’s understandable if also silly. I mean that in the middle of a battle, with a continuous attack and an unmoving target, the game will often drop my target or even switch it to a completely different mob for no reason at all. This needs to stop.
2) Stop moving my character. If I’m facing a particular way when I stop to mine or gather than that’s the way I want to be facing when I’m done. Annoying as it is when a game won’t let you do something unless you you’re at the proper distance and facing the proper direction, I would rather have that happen than to press a directional button only to have my character spin around and run a different way because the game for some bizarre takes control and forces it.
Likewise, if I hit dodge backwards than that’s the way I want to go, and I honestly don’t care which way the character is facing at the time. In the middle of a mass melee when you’re lucky to be able to see the ground in front of you and have enemies knocking you around like a golf ball, moving a character in the direction it’s facing regardless of what direction key is use is stupid.
3) Stop letting mobs do things players can’t do. There are too many examples of this to list, so I’ll just use my top choice: if I can’t kick a mob off of a cliff and watch it fall to its death, then there is no way that a mob should be able to do that to me. If they have invisible guardrails, then the players should have them too.
4) Stop giving mobs permanent buffs. Sure, if you have something that’s the size of an elephant it’s logical that it has a ton of stability bonuses, but don’t but a 5 foot Sylvari in front of me who weighs maybe 150 soaking wet and tell me that he is absolutely immune to crowd control. If the mobs can get a 10 hour stability buff, the players should have one too. Saying that the mobs need this sort of thing to compensate for their limited AI demonstrates nothing but poor design, just as giving boss mobs a truckload of health does nothing but make the fight more tedious. In just about every game I’ve ever played the devs all assume that more health = more challenge when in fact it means nothing but useless boredom.
5) Stop giving mobs abilities that players don’t have. If a boss mob can teleport at will and spam AE attacks with almost no cooldown between them players should be able to do it too. In that same vein, there should never be a mob ability that players have no remedy for, and that includes being able to spam knockdown attacks so rapidly that no ability lineup can handle it. Saying, ‘that class is tanky’ when it can be knocked down, stunned, dazed, rooted, and basically kicked around like a soccer ball is silly; more health does not equal tanky. When a class has the ability to ignore knockdowns and stuns, then it’s a tank. At the very least stability needs to be a percentage for some classes that can be trained up to or very near 100% and not a 2 second ability with a 90 second cooldown trying to cope with spam that happens every 5 seconds for minutes on end.
Also, there needs to be an immunity timer for every knockdown, stun, daze, blind, or what-the-heck-ever so that debuffs can’t be chained or stacked. It is absolutely not acceptable under any circumstances to have a player stand around with his or her thumb up their butt as their characters are killed without being able to respond because of CC lockdowns by multiple mobs.
I could go on but this is probably sufficient flame fodder for now; I want to reiterate that these are opinions, not demands. Your mileage may obviously vary.
BB!
C