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Posted by: Joltz.8596

Joltz.8596

Im not one to complain much BUT can you pleeeeeease chill out on the movement reducing stuff/conditions? I cant take it anymore, have to at least ask. EVERY tiny little thing impaires you to snail speed to the point of insanity. High damage hits? yes, go ahead and snail me. But from absolutely everything seems ridiculous. (And yes im very aware things that reduce the amount of time your immobilized so please save the smartie-pants comments… ty

(edited by Joltz.8596)

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

I would highly recommend equipping some condi removal skills. Every class has access to these.

In GW2, Trading Post plays you!

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Posted by: Joltz.8596

Joltz.8596

Ya i got those going on all 3 of my toons. They help but its beside the point

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

If you have condi clears, then you must be complaining more about in-combat movement. Once anything hits you, you slow down (but not to a crawl). You should consider playing a Thief of Engi for the stealth. If the enemy can’t see you, they can’t hit or CC you.

In GW2, Trading Post plays you!

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Posted by: Joltz.8596

Joltz.8596

Its slow enough to feel like a crawl in my opinion. Theres no suggestion or advice that solves the problem im referring to. Only a game change from anet would solve it.

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Posted by: Joltz.8596

Joltz.8596

Getting knicked from a salamander drake for 5 points of health trying to run past it shouldnt make me run slow for 10-15 seconds

(edited by Joltz.8596)

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Posted by: preacher.9370

preacher.9370

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

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Posted by: Miku.6297

Miku.6297

Came into the thread expecting something totally different xD.

*Impending describes something about to happen.
*Impeding is to slow or delay
*Impairing is to weaken or damage

I do agree there is a ton of movement impairing/impeding attacks. Just get some CC removal and you can deal with it when it really counts. Though I will admit it’s pretty annoying when you are trying to just move from point to point.

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

Yea it is so annoying! I wish there should be a “Skip to the end and compleate it all” button, becouse it is so frustraiting going from point A to B and I have to fight, stop and talk or other stupid things that are just boring.
/s

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

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Posted by: Joltz.8596

Joltz.8596

Nice to see some support on this thanks for the replies. Its just wayyyyy overkill plain and simple. I was thinking of the word impediment so grammar error. Fixed that.

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Posted by: Joltz.8596

Joltz.8596

One thing i see people are missing here is even after you remove all conditions, you are STILL stuck moving super slow for the same amount of time. This has mostly to do with just traveling, but still even in combat its overkilled i think.

(edited by Joltz.8596)

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Posted by: Kross.6428

Kross.6428

Agreed. The excessive levels of CC in this game is frustrating at times. A little here and there is okay, but when I’m getting knocked down every 2 seconds because I have run out of dodges, or I have 15 seconds of immobilize and my condi-removal is still recharging, it gets to be very frustrating feeling so helpless when exploring maps.

If I really had any desire to experience bondage, I would prefer to seek that elsewhere.

Stormbluff Isle – Baka Royale [Baka]

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Posted by: Zephyra.4709

Zephyra.4709

Roll a boon duration warrior/revenant and never have to bother with CC impending conditions ever again.

Or take some condi clear/stealth past mobs etc.

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

Yea it is so annoying! I wish there should be a “Skip to the end and compleate it all” button, becouse it is so frustraiting going from point A to B and I have to fight, stop and talk or other stupid things that are just boring.
/s

Wise up and realize this is a specific issue, not a generalized one that deserves a toddlers response like this. Troll somewhere else.

It may have been a bit immature way of response but still for me it was a way to express myself to why I do not agree with you.

The sloweffect is a good way to keep players stay and fight at some places and to make it a little risky to run through alot of mobs. You are (in my opinion) not supposed to just run through a battlefield from destination A to B.

While fighting I mostly always plan to keep having sprint enabled.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

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Posted by: Zero.6592

Zero.6592

Yea it is so annoying! I wish there should be a “Skip to the end and compleate it all” button, becouse it is so frustraiting going from point A to B and I have to fight, stop and talk or other stupid things that are just boring.
/s

Wise up and realize this is a specific issue, not a generalized one that deserves a toddlers response like this. Troll somewhere else.

It may have been a bit immature way of response but still for me it was a way to express myself to why I do not agree with you.

The sloweffect is a good way to keep players stay and fight at some places and to make it a little risky to run through alot of mobs. You are (in my opinion) not supposed to just run through a battlefield from destination A to B.

While fighting I mostly always plan to keep having sprint enabled.

Exactly. What is exciting about a dangerous area if it isn’t actually dangerous to travel through it? imo most areas should be MORE challenging, not less.

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Posted by: Raithwall.8201

Raithwall.8201

get a thief with at least trickery and DrD with dash + sb, take channeled vigor for heal and shadowstep+ signet of agility and signet of shadows
Enjoy flying over the maps.

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Posted by: maddoctor.2738

maddoctor.2738

The op is not talking about CC skills but about the in-combat speed reduction. Which is working as intended and is fine as it is. Nothing to change here

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Posted by: Sarie.1630

Sarie.1630

Its slow enough to feel like a crawl in my opinion. Theres no suggestion or advice that solves the problem im referring to. Only a game change from anet would solve it.

I beg to differ. You could kill the drake that bit your leg. No longer in combat.

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Posted by: Miku.6297

Miku.6297

Exactly. What is exciting about a dangerous area if it isn’t actually dangerous to travel through it? imo most areas should be MORE challenging, not less.

Do the constant movement impairing effects actually make it more dangerous to travel, or do they just make it take longer?

I’ve never had a problem just running through an area and ignoring the mobs that attack. If I get crippled or chilled, pop a CC remover and keep going. If I get hit by another befor it’s off CD I just ignore it and keep running any way. I have been able to get around like this without much trouble, so I really don’t feel that it makes the area feel more “dangerous”.

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Posted by: coso.9173

coso.9173

I think t’s part of making condi builds viable. I have a cripple removal on evade on my thief and I dont’ have much trouble with them while walking around maps.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Getting knicked from a salamander drake for 5 points of health trying to run past it shouldnt make me run slow for 10-15 seconds

Combat speed is limited to allow fights to remain challenging, otherwise people would just kite foes by running faster. So don’t look at it as if you’re being slowed down in combat — ANet is allowing you to speed up when you’re out of combat.

The alternative would be to slow down out of combat speed and I don’t think anyone wants that.

What I do to avoid being slowed down: I don’t run close enough to Salamander Drakes that they can put me into combat when they sneeze and/or I dodge their well-telegraphed attacks.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: coso.9173

coso.9173

maybe reducing the area that enemies detect and attack you if they’re much lower level than you are?

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Posted by: Miku.6297

Miku.6297

maybe reducing the area that enemies detect and attack you if they’re much lower level than you are?

Actaully… This is a really good idea!

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Posted by: coso.9173

coso.9173

I would think this already happens a bit though, but <i’m not sure.

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Posted by: Joltz.8596

Joltz.8596

See the confusion here is that i really dont want to change the combat system. I’ll also say again that no matter what you do to remove conditions on yourself you are still stuck moving slow. All im saying is that it should be reduced somehow. Few ideas i had was maybe have it triggered by how much health you lose from a hit like if you lose say 10-20%, THEN have your movement impaired. Another one could be if you heal yourself to 100% health it lets you move normally again right away. Last thing is half the time you dont really have the option to run around enemies.

(edited by Joltz.8596)

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Posted by: Neural.1824

Neural.1824

Anet should simply compromise and ditch the entire “in/out of combat system” and just give us all a set speed that is half way between the two.

Combat speed is nothing more than annoying.

Where are my gem sales? I want gem sales! Nerf EVERYTHING!

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Posted by: Rauderi.8706

Rauderi.8706

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

So much kittening this. There’s a ton of other status effects besides Disable. Remember to use them, ANet.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: EphemeralWallaby.7643

EphemeralWallaby.7643

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

So much kittening this. There’s a ton of other status effects besides Disable. Remember to use them, ANet.

Much the same was said about poison in Orr before HoT. o.O

~EW

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Posted by: Khisanth.2948

Khisanth.2948

The op is not talking about CC skills but about the in-combat speed reduction. Which is working as intended and is fine as it is. Nothing to change here

Well for those the solution would be “don’t get hit” …

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Posted by: EphemeralWallaby.7643

EphemeralWallaby.7643

The op is not talking about CC skills but about the in-combat speed reduction. Which is working as intended and is fine as it is. Nothing to change here

Well for those the solution would be “don’t get hit” …

If you can dodge a wrench, you can dodge a mordrem.

~EW

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Posted by: MokahTGS.7850

MokahTGS.7850

The combat speed debuff is there to add tension to areas and make them feel more dangerous. Personally I think it should be changed to only take affect under certain circumstances:

1) If the player uses a combat skill that targets a creature.
2) If the player is hit for a certain percentage of their hit points.
3) If the player is hit with a specific lockdown skill.

So a drake hitting you for 5 HP wouldn’t trip these conditions unless you turn around and hit them back. This is basically a QoL thing but would make a huge difference in traversing areas.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

There are two cures for in-combat snail speed:

1. superspeed. Let’s you run at non combat speed simply because it’s speed buff is so strong it can cap even when in combat.

2. leaps/teleports – the faster you build big distance between the mob that’s fighting you and yourself, the faster you’ll break the aggro range and get out of combat to regain your movement speed. Leaps and telports don’t give a kitten about being in combat when it comes to their speed and range. have those and your nightmare will end much faster.

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Posted by: Joltz.8596

Joltz.8596

The combat speed debuff is there to add tension to areas and make them feel more dangerous. Personally I think it should be changed to only take affect under certain circumstances:

1) If the player uses a combat skill that targets a creature.
2) If the player is hit for a certain percentage of their hit points.
3) If the player is hit with a specific lockdown skill.

So a drake hitting you for 5 HP wouldn’t trip these conditions unless you turn around and hit them back. This is basically a QoL thing but would make a huge difference in traversing areas.

Exactly this. Mookah gets it. “thumbs up”

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Posted by: The Beau Brothers.4023

The Beau Brothers.4023

This is quite annoying. Sometimes, you just wanna go from place A to place B, but you are constantly hindered. It really takes away from the enjoyment of the game.

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Posted by: mrstealth.6701

mrstealth.6701

See the confusion here is that i really dont want to change the combat system. I’ll also say again that no matter what you do to remove conditions on yourself you are still stuck moving slow. All im saying is that it should be reduced somehow. Few ideas i had was maybe have it triggered by how much health you lose from a hit like if you lose say 10-20%, THEN have your movement impaired. Another one could be if you heal yourself to 100% health it lets you move normally again right away. Last thing is half the time you dont really have the option to run around enemies.

I think the the point (or at least one reason for it) of in combat slowdown acting as it does is to prevent/discourage what you’re wanting. It makes running through enemies less viable and encourages you to fight them instead. The game wants you to engage the enemies as you come across them, not have an aggro train chasing you around the map.

This was actually a big problem back around launch, when most pve maps were heavily populated. So much of one that Anet actually changed the AI behavior of mobs that were chasing fleeing players, making them ignore other players (unless directly engaged) while returning to their normal positions. Getting killed because some inconsiderate dolt aggro-trained a horde onto your face still happened, but just imagine how more often (and with larger hordes) it would have been without the attempts to mitigate it.

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Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra

(edited by mrstealth.6701)

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Posted by: Razor.9872

Razor.9872

Joltz, what profession do you main? I would like to potentially suggest tips or tricks, but I need to know that first.

NSPride <3

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Posted by: Khisanth.2948

Khisanth.2948

2. leaps/teleports – the faster you build big distance between the mob that’s fighting you and yourself, the faster you’ll break the aggro range and get out of combat to regain your movement speed. Leaps and telports don’t give a kitten about being in combat when it comes to their speed and range. have those and your nightmare will end much faster.

Depends on the teleport. The game is really stupid about non-damaging conditions on ambient creatures. -_-

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Posted by: Joltz.8596

Joltz.8596

I guess the easiest fix would just be to reduce the amount of time it takes to be considered out of combat. I like it all the way it is really but being slowed for upwards of 10 seconds from a heel nip just gets frustrating. If it didnt effect so much of the gameplay i wouldnt even be bothered by it. I think a good long 4 seconds would be fair. That way you really dont change much of as it is.

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Posted by: mrstealth.6701

mrstealth.6701

It’s not a matter of how much time it takes to get out of combat, but rather one of how far the enemies will chase and how much distance you need to put between you to break aggro. Simply continuing to run usually leaves the enemy following for a long time, especially if it has increased movement speed or movement skills. But if you use leaps, teleports, or rapid movement skills you can put enough of a gap that they will stop chasing early. At that point, you’ll lose aggro and resume faster out of combat speed.

Footsteps Of War [FoW] | Yak’s Bend
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Posted by: Joltz.8596

Joltz.8596

It’s not a matter of how much time it takes to get out of combat, but rather one of how far the enemies will chase and how much distance you need to put between you to break aggro. Simply continuing to run usually leaves the enemy following for a long time, especially if it has increased movement speed or movement skills. But if you use leaps, teleports, or rapid movement skills you can put enough of a gap that they will stop chasing early. At that point, you’ll lose aggro and resume faster out of combat speed.

Its not about anything here. I’m perfectly ok with how the game operates except this one specific issue. Its purely about what happens after you get hit and the amount of time your impaired from mostly the small hits but also in general as well.

(edited by Joltz.8596)

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Posted by: OneYenShort.3189

OneYenShort.3189

Sorry, but if you get hit, you are in combat. I don’t have an issue with it.

However, I most certainly do have issues where if you are not the one hit, you still end up “in combat” slow down.

Aka if a ranger pet, elemental summon, necro minons, rune/sigil summons get hit, YOU are the one slowed down. I flatly disagree with that. Until my character itself is hit or does the hitting, my character should not be forced into “in combat” speed.

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Posted by: Joltz.8596

Joltz.8596

Sorry, but if you get hit, you are in combat. I don’t have an issue with it.

However, I most certainly do have issues where if you are not the one hit, you still end up “in combat” slow down.

Aka if a ranger pet, elemental summon, necro minons, rune/sigil summons get hit, YOU are the one slowed down. I flatly disagree with that. Until my character itself is hit or does the hitting, my character should not be forced into “in combat” speed.

Like i said, its all about how LONG and OFTEN your forced to move slow, not wether your in combat or not…

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Posted by: maddoctor.2738

maddoctor.2738

I guess the easiest fix would just be to reduce the amount of time it takes to be considered out of combat. I like it all the way it is really but being slowed for upwards of 10 seconds from a heel nip just gets frustrating. If it didnt effect so much of the gameplay i wouldnt even be bothered by it. I think a good long 4 seconds would be fair. That way you really dont change much of as it is.

So when fighting champions you can disengage, run in circles for 4 seconds, get your full health back, then go back into the action? Rinse and repeat until you kill it. I don’t understand why you are making this such a big issue while it’s not.

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Posted by: sephiroth.4217

sephiroth.4217

Its slow enough to feel like a crawl in my opinion. Theres no suggestion or advice that solves the problem im referring to. Only a game change from anet would solve it.

Have you tried swiftness?

Maybe this link can help you out.
https://wiki.guildwars2.com/wiki/Movement_speed

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

(edited by sephiroth.4217)

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Posted by: mrstealth.6701

mrstealth.6701

I guess the easiest fix would just be to reduce the amount of time it takes to be considered out of combat. I like it all the way it is really but being slowed for upwards of 10 seconds from a heel nip just gets frustrating. If it didnt effect so much of the gameplay i wouldnt even be bothered by it. I think a good long 4 seconds would be fair. That way you really dont change much of as it is.

So when fighting champions you can disengage, run in circles for 4 seconds, get your full health back, then go back into the action? Rinse and repeat until you kill it. I don’t understand why you are making this such a big issue while it’s not.

This is the reason we’ll never see aggro loss being based on a timer, instead of distance. The chase/aggro loss distances could possibly be tuned down slightly, but not anywhere near the degree being asked for here. That would make it far too easy to accidentally lose aggro and have enemy HP reset in the middle of a fight. Having a champ reset and regen to full HP because you kited it one step too far from its starting spot is not a fun experience, and I’m glad the current aggro/pursuit setup makes it a less common occurrence than it was long ago.

While I agree it can be frustrating to have your travel between points slowed, especially when there are no other players around to be negatively impacted by your actions, there are some quite good reasons why the system in place now is setup this way. Having some added convenience to something the game doesn’t want you doing isn’t worth the problems it would create for those playing as intended.

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Posted by: Zedek.8932

Zedek.8932

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

HAH! And I thought I am the only one! The first time I stepped into HoT I was like “Wow, the game went into turbo mode” and I like it, but one time I have been kicked back and forth the map without being able to fight back. It was at the bottom of some spiral walkway and whenever I made it a few meters ahead, I am getting ping-poinged around like a football. Once I managed to fight that bunch o’ foes, the other beetle things respawned and I am being kicked around even harder without any possibility to really fight my way either forward or backward because in order to evade that I would have to dodge into the other bunch of knockdown enemies…

That was the first time I was yelling “BAD GAME DESIGN” at the screen.

Excelsior.

EDIT: That was with Zedekk, my (now-on-vacation) Engineer. Let’s see how it works with stealth abilities.

Zedexx, sly Asura Thief/Assassin
and politically highly incorrect. (#Asuracist)
“We [Asura] are the concentrated magnificence!”

(edited by Zedek.8932)

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Posted by: Rauderi.8706

Rauderi.8706

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

HAH! And I thought I am the only one! The first time I stepped into HoT I was like “Wow, the game went into turbo mode” and I like it, but one time I have been kicked back and forth the map without being able to fight back. It was at the bottom of some spiral walkway and whenever I made it a few meters ahead, I am getting ping-poinged around like a football. Once I managed to fight that bunch o’ foes, the other beetle things respawned and I am being kicked around even harder without any possibility to really fight my way either forward or backward because in order to evade that I would have to dodge into the other bunch of knockdown enemies…

That was the first time I was yelling “BAD GAME DESIGN” at the screen.

Excelsior.

EDIT: That was with Zedekk, my (now-on-vacation) Engineer. Let’s see how it works with stealth abilities.

We’re not alone, we’re just not saying it loud enough.

My latest experience? Four (4) Veteran jade constructs. After two dodges, two stun breaks, and popping heals, I got “petrified” (aka, stunlocked) into a corner until I got downed. So, yeah, way to stay classy, ANet.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: mrstealth.6701

mrstealth.6701

On that note, Anet can you PLEASE stop with the crazy thinking of “lets make this fight ‘challenging’ by throwing in constant knockdowns/backs” with your new content? all that does is make it annoying and makes me want to hurry up and get through it and not do it again.

HAH! And I thought I am the only one! The first time I stepped into HoT I was like “Wow, the game went into turbo mode” and I like it, but one time I have been kicked back and forth the map without being able to fight back. It was at the bottom of some spiral walkway and whenever I made it a few meters ahead, I am getting ping-poinged around like a football.

It’s not too much of a problem from the perspective of single enemies, but some of the composition of groups of mobs is rather bad. A group of 4 enemies, each with one somewhat short cooldown CC, can easily put you in a situation where you don’t have an available stunbreak or enough endurance to dodge.

I’ve already had this happen a couple times with the jade constructs in Ember Bay. The Jade Armors have a medium range cone stun skill, which they will almost always follow up with a spinning attack that launches. It’s very easy to avoid (just with kiting) with one or two armors because of the long telegraph, but a larger group is most likely going to land a hit with the stun, which will be followed up at least one (often more) of them using their launch skill on you. If Jade Bows are present, they have another source of stuns that has better tracking and is harder to avoid without using a dodge.

This is something that I think GW1 (and several other games I’ve played) handled much better. The only comparable CC in that game was knockdown, which couldn’t be used on a target that was already knocked down. It was still possible to CC lock, but it required very precise timing so your knockdown would land at the exact instant the target stood up and regained movement control. This was something you’d only encounter in pvp, as the game’s AI wouldn’t even start activating another knockdown attack till after the target was back on their feet.

Footsteps Of War [FoW] | Yak’s Bend
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(edited by mrstealth.6701)

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Posted by: mrstealth.6701

mrstealth.6701

And i was thinking enviroment needed to be more of a challange… players are already complaining QQ, if they cant just auto atack for a easy win…

Less keyspam more brains, this game isnt that hard…

It is fairly easy, most of the time. But there are areas and situations where the game is able to screw you over, now matter how good you are. The jade constructs around the Mursaat fortress in Ember Bay are a nice example, as myself and someone else mentioned. A group of 4 of them can put out a lot of CC spam, and groups that size are quite easy to get tangled up with in that area. And it gets worse if they happened to be higher level (even just 81), as their invul/breakbar skill requires multiple CCs to break. On my revenant, the cast time of trying to use hammer 5 or Glint’s elite facet to break their bar comes with a very high chance of being hit with a stun myself.

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CONSTANT MOVEMENT IMPAIRMENT

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Posted by: skeeman.3140

skeeman.3140

The only time combat speed drives me nuts is when it makes me miss a jump on tiny platforms in fractals. But there’s no need for it to go away or be reduced. As has been stated, it’s there to try to dissuade you from just running past everything.

MMO players have it easy these days. Back in my day, enemies didn’t have tether ranges. They also moved as fast as you. If you aggroed a powerful mob and didn’t have enough endurance to sprint away from it, you were done for. Then you lost XP and had to walk fifteen miles in the snow to pray at your grave to get some of it back.