Skill use is less tactical because of instant casting, instant canceling, balance through cooldowns and most importantly of all the lack of resource management.
I disagree. I think balance around cooldowns allows for interesting skills in which the goal is not to use a skill as often as you have energy, or as soon as the cooldown allows it, but rather when the moment is right. Missing the right opportunity is a waste of resources.
For example, take a look at the ranger shortbow skills:
- Skill 1 is actually the main source of damage there. Everything else is situational utility.
- Skill 2 shoots arrows that poison foes. The damage of the poison itself is relatively small, so just spamming it is bad. But poison has the unique property of reducing all heals a character receive… So proper utilization of skill 2 is right before an enemy is going to heal itself. Using it before or after that is wasting this skill’s most important resource.
- Skill 3 is a dodge that doesn’t require endurance, and it also gives swifness. Using it as an attack is a waste – it does less damage than the auto attack. Which means, the goal of this skill is using it when the time is right – when you want to save endurance but you need a dodge. Using it at any other moment is a waste of resources.
- Skill 4 is a cripple, with the pet inflicting bleeding. DPS-wise, considering the cooldown, this skill does less damage than the auto-attack. But the goal of this skill isn’t to do damage, it’s to provide utility by crippling the enemy. If used in a context in which cripple is worthless, it would prevent the player from using the skill in a moment, few seconds later, in which crippling an enemy would actually be useful.
- Skill 5 is an interrupt. Again, it does less damage than auto-attack, so just spamming it blindly actually does less DPS than just auto-attacking. But the main advantage of the skill is interruptin an enemy’s important ability; if used in the wrong time, the skill could be unavailable when it would actually be interesting to interrupt the foe.
In other words, all those skills have no energy cost, but all of them only show their full potential when they are used at the right moment. The resource management there is not using the skills in the wrong time, so they are available when the time is right to use them.
I have no doubt that this was the intent behind some — if not all — of weapon skill design. However, continuing with the example of this weapon, there are two issues.
- In a lot of fights, the occasion to need skills 2-5 may not come up. This means the player is moving around (hopefully to be to the side or behind the target so as to proc bleeds) with the auto-attack on — and that’s it.
- By locking skills in weapons, the devs are essentially saying, “If you use this weapon, play this way.” Sure, one can play using the skills differently, but the opportunity cost of doing so is that skill x might not be available when you really need it.
This is why GW2 is easier to balance than GW. Mike O’Brien admitted that players in GW came up with combinations the devs never envisioned. In GW2, the devs are better able to predict what players will do because they limit what goes with what.