Combat Outside the Trinity (GW1 v GW2)
I come from GW1, and yes, I am happy with combat and gameplay in GW2. =)
I like gw2 designer, but sometimes i want help more with heals my team, all outher games i played with healer, but in gw2 is to hard support with healing
I got one elementalist water skills so nice, but the heal efect to low and cd to long.
never play GW1 but I love the combat in GW2 and love the fact that you are not forced to play 1 of 3 roles, played too many of those already. It adds more variety to the experience, the only problem is the aggro mechanics. It is so unpredictable and varies from boss to boss that you can’t really strategize around it or manipulate it to your advantage much. If we had more info to get a better understand of how it works I think it would make things more interesting.
“…let us eat and drink, for tomorrow we shall die;.”
I come from GW1, and yes, I am happy with combat and gameplay in GW2. =)
You don’t play sPvP do you? If you played GW1 PvP at a high level and can still tell me with a straight face that the PvP in GW2 is satisfactory then I don’t know what to say.
I am sorry, Paradoxine, I must have missed the part where the OP specified sPvP combat.
My apologies. Though, as a human, like you, I have my opinion…and you have yours. Have a nice day. =)
- Stamina Management (Vigor/Weakness)
- Tons of Movement manipulations/Interruptions (Pull/Push/Launch/ Fear)
- Punishment (Confusion/Retaliation)
- Lessening Heal Effectiveness (Poison)
- Condition timing/removal
- Boon timings/removal
- Dodging
- Area Targeting
- Mobs do not have endurance, making weakness at best a damage reduction.
- Bigger mobs have defiant, reducing the utility of CC.
- (Most) mobs don’t heal. There may be the odd one, but i can’t recall the last time i ran into one.
I am sorry, Paradoxine, I must have missed the part where the OP specified sPvP combat.
My apologies. Though, as a human, like you, I have my opinion…and you have yours. Have a nice day. =)
I must have missed the part where he specifically said PvE only. I would expect that an appraisal of combat in GW2 would involve both PvE and PvP. Am I wrong?
If you voice your opinion then expect it to be challenged, don’t try to pull this “oh well we all have our own opinions and that’s it” bull.
Lol. You can disagree with my opinion all you like. It’s still my opinion, and I am happy with GW2’s combat. If you feel threatened by that, I don’t know what to say. Best of luck to you in sPvP, and again, have a nice day. =)
Coming from GW1, I have mixed feelings about the transition.
My absolute favorite thing about Manipulation in GW2 is all of the movement control: it allows interruption, disabling (even if for just a second) AND disrupts positioning, both in PvE and PvP. You can even pull/push them into a zone filled with traps/AoE etc. Weakness is my favorite condition, in that it is both offensive and defensive: it can prevent enemy damage and somewhat punishes enemies for dodging.
However, I find that trying to interrupt specific skills is much harder to pull off (I’m not whining about this. It SHOULD take effort to interrupt that healing skill), while punishment is too easy do; I would prefer a little more difficulty but with a much larger payoff when used correctly. However, with the lack of the hex system, I find it hard to add skills that have something like “The next time your target does (some action) they suffer (some effect)”.
Being able to manipulate movement is just too good to pass up, and I find myself going out of the way to do it for the lolz. But many times I find myself thinking “did that pull/push do much of anything?” especially in team fights.
Am I happy with the transition overall? Yes.
Can GW2 use more modes of disruption/ control? I certainly think it needs more. What exactly? Perhaps adding skills that emphasis on skill timing or inflicting effects outside of damage or applying damaging conditions.
- Mobs do not have endurance, making weakness at best a damage reduction.
- Bigger mobs have defiant, reducing the utility of CC.
- (Most) mobs don’t heal. There may be the odd one, but i can’t recall the last time i ran into one.
These are my biggest beefs with disruption in PvE. Things seem very damaged based, and I feel that control is under appreciated in the format. I can understand defiant, lest champions and similar enemies become too trivial. It does open up a little team based thing when facing them (like considering who deserves to activate their CC on them in dungeons when defiant goes down).
It would be cool if you happened to interrupt a boss in a certain way (after removing stacks of defiant of course), it opened an opportunity to follow up on it with like a coordinated group attack mechanic. But I think that’s a different story.
On a side note, the massive health pools of most mobs make control mostly a wasted effort.
This because a good control in PVP allow you to alpha strike your opponent. But most mobs can take 2-3 alphas before dropping. Meaning that your best bet is instead steady DPS rotations.
Also, most control only affect a single mob. And roaming mobs have a tendency to attract nearby allies when aggroed.
It is almost as if the PVE designers never got the message about how the combat mechanics actually work in GW2, and designed the PVE side as if we are still playing a classic MMORPG.
(edited by digiowl.9620)
Its good but not as reliant on control / disruption / boost / debuff as it could be.
While I was a GW1 player, I also come from City of Heroes – wherein EVERYTHING was about controlling the flow of buffs on your side and the flow of debuffs on the enemy side.
City of Heroes had a fatal flaw though in that this system was ‘patched in after the fact’ so NPCs had poor ability to shut down / debuff PCs – a good team of players with solid control skills could basically turn mobs into static things just standing there waiting to be knocked out…
BUT the model was sound – and it made the trinity concept seem seriously silly.
GW2 is on the right path, but there is not enough impact from the application of boons and conditions. Yes they are major, but they are not so major that people work to line them up in perfect harmony.
Give up more – make these things matter twice as much as they do. Make mobs that do smart use of boons and conditions. And less ‘damage soaks.’
JAH Bless – Equal Rights and Justice for all.
Justice And Honor – Tarnished Coast.
I came from GW1 and no i’m not happy with the combat mechanics and classes of GW2.
I’m not sure the trinity is correct for GW2 but everything DPS isn’t either, more GW1 mechanics would have been fine to me.
It really annoyed me to lose a great class like Monks.
(edited by Dante.1508)
My problem with GW2 is that, with a skilled group, there really is no need for a good support role, which takes away all of the group organization in my opinion. You can dominate most areas with a pure Zerker group! In GW1, that would never be plausible. Balanced group planning for instances was a key part of the game. I understand this can’t be done in GW2 because the basic PvE content, being open world, can’t require such coordination because players would whine that things were too difficult.
GW1 was amazing because it was a social strategy game with MMO implications. GW2 couldn’t possibly replicate the intricacies of GW1 combat because it was built as a game that could be played “any way you want.”
And I disapprove of it being called “Guild Wars 2” because of this. They made a whole new game and used existing races/lore for the stage.
I’m the same as you.
I’m disapointed with combat in Gw2, but there is potential.
ANet just needs to stop targeting their game towards the lowest common denominator.
I posted suggestions here:
Hard Mode for Everyone
https://forum-en.gw2archive.eu/forum/game/gw2/difficulty-dilemma/first#post2102283
Gw2 has a soft trinity (damage control support), and each profession has different ways they do it, but the game doesn’t require players to do it for each other. Keyword being “for each other”.
This game isn’t about having one healer, one utility, one DPS, but about each person doing a little of everything as needed.
(edited by lorazcyk.8927)
Balanced group planning for instances was a key part of the game. I understand this can’t be done in GW2 because the basic PvE content, being open world, can’t require such coordination because players would whine that things were too difficult.
I agree with this. I think one thing that prevents more manipulation/control gameplay from taking off in PvE is that the common enemy, due to the nature of the game, need to be designed for the “everyman” to be able to solo. Just imagine going out into the world just focusing on applying Chill, Weakness, and Knockdown (It’s not possible, but what if? :p).
I do appreciate not feeling forced into playing one type of role and can change on the fly, but as the game gets older, people start finding the “best” builds and will start to revolve around that. In GW2, it seems that these builds are either damage-based, or focused on surviving that damage and wearing them out with smaller packets of damage. Either way its sliced, I still feel that stuff like pull/push/weakness are not as game-changing as I’d like.
(edited by Meili Ying.3820)