In this thread, I’ll be making lots of comparisons between GW1 and GW2. This isn’t because I want GW2 to be like GW1 (we all know that’s impossible), but because I think GW2 took some concepts from GW1 without putting them to good use. What I want to talk about is GW2’s lack of interesting support/crowd control skills.
GW1 players are familiar with skills like
http://wiki.guildwars.com/wiki/Ward_Against_Foes
http://wiki.guildwars.com/wiki/Clumsiness
http://wiki.guildwars.com/wiki/Ineptitude
http://wiki.guildwars.com/wiki/Weapon_of_Warding
http://wiki.guildwars.com/wiki/Cry_of_Frustration
http://wiki.guildwars.com/wiki/Blackout
http://wiki.guildwars.com/wiki/Broad_Head_Arrow
or even
http://wiki.guildwars.com/wiki/Animate_Bone_Minions
GW1 didn’t have real tanks, either. Some groups put a tanky character in front and hoped for enemies to target him, but generally you avoided damage by using a mix of crowd control skills and protective buffs. GW2 has some protective buffs, too, such as Aegis and Protection, but they are… well, boring, somehow. Aegis can be a life-saver sometimes, but those times are few and far between, especially because many special abilities flurry.
The Defiant effect is one of the problems. I know why it’s there, but there should be a better way to handle CC skills. Bosses should be able to survive CC spikes because they’re badpuppies and have a nasty team of minions, not because of an arbitrary immunity. Give them blocking skills, dodges, companions with CC, etc. Let them be smart instead of stupid AoE spammers.
Removal of interrupts as a skill type is a problem when combined with Defiant. GW2 clearly has some interrupt-like skills (such as Magic Bullet, Diversion and Headshot), but they’re technically dazes and stuns. As such, they’re affected by Defiant and practically useless against bosses. In GW1, a good interrupter could keep a boss from using its most powerful abilities quite well. That was fun and unique. In GW2, the only reliable way to interact with a boss is bashing its skull in, especially in open world events, where Defiant stays off for a whole second if you’re lucky. It feels like a step backwards.
Moving on, auto-attacking and spammable skills are too important in GW2 IMO. Well-timed, unique utility skills like Clumsiness should play a bigger role. Mobs should have “casting bars” or vastly improved tells for the players to identify those skills easily and be able to prevent them. I know you can dodge, but you can only dodge offensive skills (unless you’re fighting a Mesmer), so it’s not a good enough solution to everything.
In comparison, GW1 was too reactive. In end-game PvE, you just had to put some hexes on a mob and watch it kill itself. GW2 is too proactive. The only notable form of punishment (Confusion) sucks, you can’t effectively prevent bosses from doing their thing and PvE feels like a game of “whack it until it dies”.
It’s a whole bunch of issues that make GW2 a bit lacking when it comes to tactics and variety. Not because it’s not a Trinity game, but because it has too few interesting utility skills for both players and monsters. Skills like Feedback. Skills that have unique consequences instead of simply applying condition X for Y seconds with a Y*10s recharge. Of course, “normal” skills are needed, too, but having too many of them makes combat boring and simplistic.
So, in your opinion…
….am I just having a L2P issue and don’t understand PvE well enough?
…are GW2’s crowd control and support skills varied enough?
…does Defiant work well?
…should unique monster skills and interrupting them play a bigger role in PvE?