Combat Slow
To counterbalance Alacrity, and give it more meaning.
It doesn’t seem like they’re talking about the condition and more about the fact that you move slower by default while in combat.
What is the purpose behind this mechanic? I have found pretty much no reason, other than to create frustration for the player. We have Cripple, Immobilize, Stun, Chill, and other movement impaired mechanics that easily provide that combat slow that is plenty as is.
So why this mechanic?
Combat movement suppression is outdated. This game is very cc heavy and it’s completely unnecessary to have this artificial slowing mechanic.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
What is the purpose behind this mechanic? I have found pretty much no reason, other than to create frustration for the player. We have Cripple, Immobilize, Stun, Chill, and other movement impaired mechanics that easily provide that combat slow that is plenty as is.
So why this mechanic?
Combat movement suppression is outdated. This game is very cc heavy and it’s completely unnecessary to have this artificial slowing mechanic.
THIS ^
Combat movement suppression is outdated. This game is very cc heavy and it’s completely unnecessary to have this artificial slowing mechanic.
lol. soft cc is COMPLETELY necessary. what makes you think it isnt?
Combat movement suppression is outdated. This game is very cc heavy and it’s completely unnecessary to have this artificial slowing mechanic.
lol. soft cc is COMPLETELY necessary. what makes you think it isnt?
I think we’re talking about the artificial slow-down that happens when an enemy so much as looks at you.. before we even get to the soft cc.
Agreed, the only thing the in combat slowdown ruins is jumps in the asuran fractal. Keep it in PvP if you have to but its pointless these days in pve.
If we are talking about the slower movement while in combat and not any condition. I would say it’s there to give you an incentive to kill the mobs in front of you or between you and your intended goal.
Basically its there to have those annoying mobs seem more like a problem or threat. Of course this does nothing besides annoy the players as we still have ways to avoid most mobs in most areas.
Now if it only happened if we were actually hit or had a condition and not just accidently (guardian staff users know of what I mean, skill 3 I think it is which we use for a speed buff, if you have the trait set where symbols damage enemies/ditto for Mesmer focus 4 I think it is) hitting an enemy ourselves it could make more logical sense as it could simply be viewed as you are damaged and thus moving more slowly.
But even then, it would still seem like a stupid, annoying and pointless mechanic to most people.
I get it anet, you want people to actually kill monsters. That’s fine but do it like some other games do it. You know have them in certain areas out of the way where people go to farm them. Address the DR issue with regards to that and make the loot more worthwhile.
But that wont happen, they like to troll us with annoying mobs and their annoying leashing. :P
It’s to increase cross-map movement.
It’s really more that you move faster out of combat than that you move slower in combat.
Movement speed in combat is balanced around what’s suitable for combat.
but that speed is too low for just getting from place to place, so you move faster out of combat
It’s to increase cross-map movement.
It’s really more that you move faster out of combat than that you move slower in combat.
Movement speed in combat is balanced around what’s suitable for combat.
but that speed is too low for just getting from place to place, so you move faster out of combat
You may be correct here but the problem would then be that people are “in combat” technically when really they are not, well to be more correct when they don’t want to be (as in my 2 examples above).
Isn’t a challenge the whole point of computer games? I run a Guardian and have always liked you need to be careful where you drop a symbol or shout for quickness… makes it actually feel like you are in a dangerous place!
Besides, fastet movement in combat would make existing content a lot easier which we definately do not need.
Isn’t a challenge the whole point of computer games? I run a Guardian and have always liked you need to be careful where you drop a symbol or shout for quickness… makes it actually feel like you are in a dangerous place!
Besides, fastet movement in combat would make existing content a lot easier which we definately do not need.
Having mobs slow you down is not exactly a challenge lol. It’s just a pain when most of the classes can use their speed skill and have no issues at all but then you have 2 classes who have to watch what they are doing as it can actually slow you down instead of speed you up! It’s stupid and pointless. A simple fix could be as I said, have it we have to be damaged ourselves or have a condition on us to slow us down and not just hit an enemy. To stop abuse or exploits they could make it you have to hit an enemy for x amount of damage or something like 2-3 in a row I don’t know. PVE only of course.
I am not asking for faster movement in combat. Just relax the rules where the game thinks we are in combat. Remove some of the leashing, don’t have 99% of every mob target me all the time.
It’s silly I can walk into an area and there are 3 different types of enemies all in the same area. For example we may have a Drake, Spider and a Harpy (probably no accurate examples but it’s an idea). They are all just there chilling, not fighting each other. But what’s this? As soon as I enter the area I am public enemy number one and they are all, all of a sudden hungry and I am the only thing that can satisfy their hunger. Wait on a minute, why are they not all fighting each other (yes, yes I know some do in certain places and they certainly do hunt ambient creatures)? It just breaks emersion and looks/feels silly. But I guess I have gone off the point now lol.
(edited by Paulytnz.7619)
Oh I completely misread. Ignore.
The one I always get stuck on is mob attacks that follow you. There is a dodge mechanic, If I dodge a attack, that attack should not auto redirect to hit me anyway. Whats the point of dodge then? oh look that centaur is firing a bow at me, I dodge, arrow curves in mid air and hits me anyway. ..oh that mob is tunneling underground to attack me, dodge but mob redirects in mid tunnel and hits me anyway. oh that etten is about to power strike with his club, dodge roll behind him, etten turns and hits me anyway…whats the point of dodge?
It’s especially frustrating for rangers because the pet is constantly being aggro-ed by NPC’s and because it tends to lag behind so much becomes an easy target by opponents again causing a disadvantage to escape.
It’s especially frustrating for rangers because the pet is constantly being aggro-ed by NPC’s and because it tends to lag behind so much becomes an easy target by opponents again causing a disadvantage to escape.
I have no issues playing my ranger. Mobs do not aggro pets unless you tell your pet to attack them. What I mean is a random mob will not just come up and hit your pet, it will hit you. Only once you attack and engage any mob will your pet attack and then it could gain aggro. But again YOU have to attack first.
People claim this happens but I have never seen it, not once and I have played a ranger since the beginning of the game.
It’s especially frustrating for rangers because the pet is constantly being aggro-ed by NPC’s and because it tends to lag behind so much becomes an easy target by opponents again causing a disadvantage to escape.
I have no issues playing my ranger. Mobs do not aggro pets unless you tell your pet to attack them. What I mean is a random mob will not just come up and hit your pet, it will hit you. Only once you attack and engage any mob will your pet attack and then it could gain aggro. But again YOU have to attack first.
People claim this happens but I have never seen it, not once and I have played a ranger since the beginning of the game.
>Wiki>Depending on whether the pet is set on aggressive or passive, the pet will attack an enemy if it is attacked, its owner is attacked, or its owner attacks the enemy while aggressive, or only when specifically commanded to attack an enemy while passive.
As soon as your pet responds to an attack on itself it will put you into combat mode.
I’ve playing ranger as my main since beta.
(edited by Mokk.2397)
The one I always get stuck on is mob attacks that follow you. There is a dodge mechanic, If I dodge a attack, that attack should not auto redirect to hit me anyway. Whats the point of dodge then? oh look that centaur is firing a bow at me, I dodge, arrow curves in mid air and hits me anyway. ..oh that mob is tunneling underground to attack me, dodge but mob redirects in mid tunnel and hits me anyway. oh that etten is about to power strike with his club, dodge roll behind him, etten turns and hits me anyway…whats the point of dodge?
The answer here is to dodge the attack when it’s about to hit you, not way before. While some following attacks can be annoying, most can be avoided by getting ‘hit’ mid-dodge. So really, dodge is useful here. Improve your timing.
As for ranger pets, I’ve seen the bug happen where a pet on passive would still attack mobs and get you stuck in combat, which is highly annoying. Normally it shouldn’t do anything on passive though and even if it gets hit it won’t put you into combat, plus they patched it so that pets actually don’t pull any aggro, i.e. are invisible to mobs, until they attack them first.
On topic, I’ve found this combat slow to be the biggest pain in the butt in PvE since forever. To me it serves zero purpose but to annoy me and get mad at the utterly useless literal trashmob that can do nothing but put me in combat and slow me down so I have to get out of my way to melt it in 2 seconds and then wait another 2-10 seconds until GW2 decides that I’m actually ‘out of combat’ now. If the combat detection were less wonky and I’d instantly get out of combat once whatever I aggroed is dead it wouldn’t be half as bad, but so many times I just stood there waiting for it to happen even though nothing was around that I’m used to logging out my character because relogging is actually faster and more reliable than waiting.
I guess another point is to give a hindrance in Jumping Puzzles. But what with Mesmer portals that completely nullify that mechanic anyway I don’t see much point.
Ultimately it forces you to slow down and actually kill things and maybe see more of the map but after x hours in the game when you have seen everything and killed every mob more times than you can count it’s nothing but an annoyance.
It’s especially frustrating for rangers because the pet is constantly being aggro-ed by NPC’s and because it tends to lag behind so much becomes an easy target by opponents again causing a disadvantage to escape.
I have no issues playing my ranger. Mobs do not aggro pets unless you tell your pet to attack them. What I mean is a random mob will not just come up and hit your pet, it will hit you. Only once you attack and engage any mob will your pet attack and then it could gain aggro. But again YOU have to attack first.
People claim this happens but I have never seen it, not once and I have played a ranger since the beginning of the game.
>Wiki>Depending on whether the pet is set on aggressive or passive, the pet will attack an enemy if it is attacked, its owner is attacked, or its owner attacks the enemy while aggressive, or only when specifically commanded to attack an enemy while passive.
As soon as your pet responds to an attack on itself it will put you into combat mode.
I’ve playing ranger as my main since beta.
I still have never seen this. My pet can be fighting a mob some distance from me as I send it to attack one. No other mobs in it’s area will attack it unless they are engaged in combat with me. That is what I was trying to say. They wont (in my experience) gain aggro by themselves as such. Sure if it is very close to me and a mob lunges at me, it may attack to defend me perhaps and then gain aggro.
PS, it does not say anywhere in that quote from the wiki that the pet can draw aggro itself. All it says is in which cases the pet will attack. Which is in response to YOU getting attacked, not them.
(edited by Paulytnz.7619)
Because we need to make it even easier to skip content in PvE. ¬.¬
Trash mobs are not content, in open world. They have their place in dungeons and other instances, where, by design, players should not be allowed to skip them. But, in the open world, it should not be so much aggression and violence. Except in high level areas. And there is sometimes exaggerated.
Being all the way in combat is a kitten pain. Waste of time. It destroys all the mood.
If trash mobs are content and you fill the true content with them, the true content become trash.
It’s especially frustrating for rangers because the pet is constantly being aggro-ed by NPC’s and because it tends to lag behind so much becomes an easy target by opponents again causing a disadvantage to escape.
I have no issues playing my ranger. Mobs do not aggro pets unless you tell your pet to attack them. What I mean is a random mob will not just come up and hit your pet, it will hit you. Only once you attack and engage any mob will your pet attack and then it could gain aggro. But again YOU have to attack first.
People claim this happens but I have never seen it, not once and I have played a ranger since the beginning of the game.
>Wiki>Depending on whether the pet is set on aggressive or passive, the pet will attack an enemy if it is attacked, its owner is attacked, or its owner attacks the enemy while aggressive, or only when specifically commanded to attack an enemy while passive.
As soon as your pet responds to an attack on itself it will put you into combat mode.
I’ve playing ranger as my main since beta.
Except that the pet does not draw aggro, you do. A long time ago, pets would draw aggro from mobs they were near, but that was patched out.
If you are getting into combat mode while running around now, what is happening is you are getting aggro on a mob that then chooses to attack your pet because your pet is closer to said mob.
Can’t you folks read? It says "the pet will attack an enemy if it is attacked ". The patch disallowed NON veteran NPCs only . Real players and veteran NPCs can still draw aggro on your pet.
Can’t you folks read? It says "the pet will attack an enemy if it is attacked ". The patch disallowed NON veteran NPCs only . Real players and veteran NPCs can still draw aggro on your pet.
But the game is not that crowded by veteran NPCs. Their ability to aggro your pet shouldn’t be that much of a problem.
Being slowed in combat is one of my biggest peeves in gw2 since it launched. I absolutely hate it and find it annoying beyond words, especially for a game touted as fast paced. No other game has this, but that is a good thing.
All this time, i’ve kept hoping they would finally ditch this unnecessary hindrance, but nah, Anet loves annoying and frustrating their players for some reason.
I haven’t seen anything from Anet explaining why they have Combat Slow..
Perhaps if we ask anet to “do us a solid” they’ll remove the artificial slow-down….?
Being slowed in combat is one of my biggest peeves in gw2 since it launched. I absolutely hate it and find it annoying beyond words, especially for a game touted as fast paced. No other game has this, but that is a good thing.
All this time, i’ve kept hoping they would finally ditch this unnecessary hindrance, but nah, Anet loves annoying and frustrating their players for some reason.
Games i can immediatly think of that have in-combat slows: Tera, Dragon Nest and BnS. All of those games are known for the fast-paced combat yet still have the combat slow.
Levi Ironhart, Cassandra Irehart, Lucio Trothart
Discord Gearhart, Naevius Soulhart, Frisk Softhart
Being slowed in combat is one of my biggest peeves in gw2 since it launched. I absolutely hate it and find it annoying beyond words, especially for a game touted as fast paced. No other game has this, but that is a good thing.
All this time, i’ve kept hoping they would finally ditch this unnecessary hindrance, but nah, Anet loves annoying and frustrating their players for some reason.
Games i can immediatly think of that have in-combat slows: Tera, Dragon Nest and BnS. All of those games are known for the fast-paced combat yet still have the combat slow.
Meh whatever, never played those games and frankly i don’t are they have it. I’d like to see it go from gw2, it’s the only game i care about right now and i simply don’t see the point to it, especially now with gliding and so on.
You have it backwards. It’s not for the conditions but for the boons; swiftness’ natural speed would be too high for combat and making projectiles faster would punish players for not taking swiftness. Many games with effects that alter movement speed innately lower movement speed during combat sequencing to reduce the effect of speed boons.
I haven’t seen anything from Anet explaining why they have Combat Slow..
Because combat speed is the default speed and you’re sped up out of combat?