Many of us Guild Wars 2 players had experienced the following scenario.
We started the game upon release with many friends, along with much anticipation and excitement to match the hype. Now somewhere in our guild tab sits an empty guild that were once created with such joy: you as its only highlighted member and current location known.
After many failed attempts to revitalize the group I’ve gathered why the game lacked appeal to them. It was never about the lack of things to do, but about the feel of the skill as it relay the game to the player.
- Weapon skills are unimaginative- Most classes that can use a ranged projectile gets an ability that channels and shoots fast consecutively for dps. Most classes melee skills consists of a leap, a control, a parry, or a throw. Of courses there are instances of unique skills that brings flavor but that flavor often comes from the class itself (traits, stats, F-keys, mechanics).
The collection of underwater weapon skills seem much more “pretty” than land ones and contained more function (Elementalist lightning cage, ice wall and spike burst, Guardian light spears/wall), wishing that it was combined with land skills.
Plus forcing a certain set of skills unto a weapon leaves a player thinking, “I want to make my opponent bleed in melee but I like axes… time to roll a ranger and throw them instead.”
- Animations are repetitive and lack impact- Chain slashing and stand-still-quick-multislash are seen from any class that can use a sword or greatsword, beam projectiles look more like gentle wa kitten of air and puffs of smoke rather than an impactful hit (Guardian scepter attacks, focus/elite lightbeams, Mesmer bolts, Thieve explosive arrows), most melee abilities that share a weapon type have exact animations just with different particles.
- Function vs Cooldown vs Satisfaction-Cramming much utility into combat skills then placing long cooldowns on them makes it feel as if we are, at times, simply using auto attacks for too long. The skills that serve as utility (7 8 9), are chosen from a pool with viability already eliminating a percentage, and the useful ones do not stray far from what the class already does with weapons or mechanics (stealth, teleport, crowdcontrol, clones, stunbreaker).
Much situations, with correct positioning, turn into spam all skills, switch weapon, and repeat. Sadly, such play-style is not too ineffective.
Most skill simply lack the satisfaction of pulling it off, all skills seem to work in tiny unison steps to achieve the goal with simplicity akittens core. Not much of a feel of combos, or “look what I just pulled!”
- Complexity and Dual-wielding- There are issues of computer performance and balance to keep in mind of any MMO, but I rather it wouldn’t come at a sacrafice of enjoyability. There will always be complaints of imbalances, might as well push each class to its full extent and let each set of weapons combo with one another as well as with itself. Lower the weapon swap cooldown and increase the complexity of skill mechanics will transform the 5 keys per weapon spam into 10 keys of constant thrilling mess with strategies of when to do what (immobilize with my blade into a shot from my bow?).
Dual wielding simply doesn’t feel like dual wielding, more like “I hit you with this sword, and in 15 seconds I’ll hit you with my other one instead.” For animation, I’m by no means a tech guru, but is it possible to only see full animation of your own abilities and simplified versions of others in large encounters?
On an ending note, this thread is biased and at parts exaggerated. I just wish to generate discussion and let loose all my suppressed thoughts of an already excellent title.
(edited by Foehn.2489)