A thought about Large-Scale group fights

A thought about Large-Scale group fights

in Guild Wars 2 Discussion

Posted by: SinerAthin.2374

SinerAthin.2374

I really love how the combat works in Guild Wars 2 when it’s small scale.

But when it becomes large scale, I can’t help but feel that the combat loses its depth or complexity.
People generally tend to simply reach a critical mass of players and then steamroll over anything, spamming AoE, or buffing/healing without aiming.

There’s no crowd mechanic(limited mobility if people stack up), no friendly fire(no fear of hurting/killing your friends), no blocked LOS.
(P.S I’m not saying that any of these should necessarily be in Guild Wars, or that they would fit)

The only actual tactical downside is being more prone to AoE, but with more people you should be able to AoE down the enemy first.

To sum it up, it seems like by grouping up, you enjoy all of the benefits that a higher number of people would bring, but none of the downsides.
And this in turns makes large-group play feel like a giant spam fest.

Personally, I love BIG & CHAOTIC fights, but when it comes to Guild Wars I just get the feeling that the devs; while they definitely put a lot of thought into small scale fights; didn’t put as much thought into what actually happened when a large group of players came together.

P.S I won’t complain about the FPS because that is a technical issue and not a gameplay issue. It’s only natural that FPS decreases as the amount of players increase in any game regardless of the actual quality of the gameplay itself, and this will be a discussion primarily aimed at the gameplay.

Thank you for reading, and feel free to voice your opinions and thoughts on the topic

(edited by SinerAthin.2374)

A thought about Large-Scale group fights

in Guild Wars 2 Discussion

Posted by: infantrydiv.1620

infantrydiv.1620

For me the biggest downside of large WvW fights is simply the lag. I find myself unable to do much more than spam 1.

Luckily they are working on toning down visual combat effects which should help add at least a big more strategy to large scale fights.

The biggest thing I think they could do easily to help all fights is give players the option to prioritize which combo field a combo finisher will land on. In big fights there are like 50 combo fields on top of each other. I play thief and I’d love the option to set it so that if there is a fire field or water field in that pile, my cluster bomb hits those instead of other types of fields. I feel like that would make a huge difference in the tactics large zerg groups would be able to implement

Ranger//Necro