(edited by HHR LostProphet.4801)
How2 solve Stacking and Zerging without nerfs
This would be a nerf.
Would also lead to griefing.
Stacking is a confirmed legitimate tactic. Fiery Rush is an exploit, and that does need fixing, but don’t rope stacking into it.
Zerging in PVE is both unrewarding and nigh on objectively boring.
WvW is broken is and is coverage wars 2 anyway.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
This would be a nerf.
Would also lead to griefing.
How do you want to grief with character collision?
A group of friends just stand in a line in a doorway to something like a bank.
Griefing accomplished. Nobody can get in or out without something akin to Blink – which not every class has.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
A group of friends just stand in a line in a doorway to something like a bank.
Griefing accomplished. Nobody can get in or out without something akin to Blink – which not every class has.
“Ofcourse, some things have to be tweaked, you oughtn’t be able to block paths for other players, as example.”
It would be nice if you would read my entire post before giving feedback.
You wouldn’t even have to “readjust” anything if you allow people to roll through friendly players.
I would love collisions in GW2. Warhammer Online had some impressive world PvP battles thanks to this.
(edited by hauras.4792)
You wouldn’t even have to “readjust” anything if you allow people to roll through friendly players.
I would love collisions in GW2. Warhammer Online had some impressive world PvP battles thanks to this.
Yep, dodging through someone should indeed still be possible, no matter if friend or foe.
I really do like this idea, even though I think many things, especially dungeons, have to be adjusted to this change.
EU Elona Reach – Void Sentinels
I really do like this idea, even though I think many things, especially dungeons, have to be adjusted to this change.
I don’t think so.
None of the dungeons in the game have been specifically designed with stacking in mind.
NPCs should of course still not collide with each other because that would require too many calculations, but instead have the AI simply avoid each others’ hitboxes and when in melee, circle their target zergling style to find an open space if possible, or simply clip through and attack like now if the target is already surrounded or otherwise inaccessible.
Simple.
Collision leads to massive server lag though, so it’s not so simple.
I really do like this idea, even though I think many things, especially dungeons, have to be adjusted to this change.
I don’t think so.
None of the dungeons in the game have been specifically designed with stacking in mind.
NPCs should of course still not collide with each other because that would require too many calculations, but instead have the AI simply avoid each others’ hitboxes and when in melee, circle their target zergling style to find an open space if possible, or simply clip through and attack like now if the target is already surrounded or otherwise inaccessible.Simple.
Well, as Flissy already pointed out, stacking is a valid tactic, a messy one, but still. We would need more effective ways to kill things. I’m also fearing an “AoE or go home”
meta if implemented wrong.
Scrap Combo field/finishers, lame anyhow.
Better emphasis on GW2 trinity- Support, Control, Damage
Produce better AI and content when it comes to dungeons, & World bosses.
add some collision, for example bosses being pushed into walls etc..
This would be a nerf.
Would also lead to griefing.
How do you want to grief with character collision?
Look up “The pool is closed”
“I blame Kormir”
This would be a nerf.
Would also lead to griefing.
How do you want to grief with character collision?
Look up “The pool is closed”