The combat system need some changes - in my opinion

The combat system need some changes - in my opinion

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Posted by: Vaulken.6983

Vaulken.6983

Despite everything so glorious about GW2, quite literally everything; combat is just so darn awkward in this game, it’s like it doesn’t know whether or not it wants to be tab target or action combat.

I love the jumping puzzles, I love the exploration, I love the art and animation, I love the story, I love the music, I &^%$ing love the immersion, I love the holiday events, I love how questing works (DE’s + Hearts), I love vistas, I love the trading post, I love the achievements and daily achievements, I love scaling my level down to zones, I love that there’s no power creep…
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I love GW2 to bits but I hate, hate, hate, haaaaaate the combat so much:
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- dodging isn’t used for dodging it’s used for prolonged kiting including MELEE classes: kitten!?
- attack sequences have no sense of timing in their animation so it’s difficult to feel the beat of an incoming attack which leads everyone to resort to kiting
- attacks come in high frequency with such a high rate of damage that being in melee is something you cannot do for more than a few seconds
- going to ground means nothing, when fighting normal mobs you’ll kill it and get back up, against champions you’ll always die ergo this mechanic adds no depth to these encounters
- there’s no distribution of responsibility to the individual when going to ground as the party MUST take care of you when you’re down, which makes you feel useless when this happens in a boss fight

- the trinity was removed without a reason or a rework to HOW monsters attack us, we’re put in situations where we’re constantly beat on where our CD’s run out very quickly and the champions will continue to kill us with no reliable way for the party or the individual to stop the champion from directly attacking us

OR

- the champion is melee and we all kite with no danger what so ever, if it’s ranged then face tank absolutely everything after CDs and it becomes a game of musical chairs of who gets to go down on the ground next do nothing and contribute nothing

OR

- everyone specced something tanky and we ignore all mechanics and heal through everything. You can remove dedicated healing, but someone is always getting mauled in the face: you can’t remove dedicated tanking, the party could tank together by rotating aggro through each player or simply have a tank who tanks

- why isn’t there a spec for dodging or blocking, i.e. you can spec into blocking so the yellow meter allows you to block temporarily rather than dodge allowing a straight up melee class that stays in melee

- lock on ranged champions: WHAT. THE. %^@#. Lock on ranged attacks in general make no sense, is this game tab target or action combat? Pick kitten
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I left a month after GW2 came out and really wanted to hold on, I still do but the combat kicks me out of the game every time I play it. I was hoping by now there would be word on where the combat in the game will be heading but so far there hasn’t been and I’m really sad about this. :(

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Posted by: CobaltSixty.1542

CobaltSixty.1542

Lets keep the system that doesn’t reward bad players for being bad.

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Posted by: Vaulken.6983

Vaulken.6983

That’s a very loaded statement. GW2 hasn’t introduced a system yet that distinguishes pro play.

- There is chaotic mess

and

- Everyone is specced as a tank come back in 2 hours

(edited by Vaulken.6983)

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Posted by: Wukunlin.8461

Wukunlin.8461

I’m scratching my head after reading your post

- dodging isn’t used for dodging it’s used for prolonged kiting including MELEE classes: kitten!?

I don’t quite understand what you mean. I use dodge because it gives me a brief moment of invulnerability. With practiced timing (learning animation + account for my latency) I can avoid the most dangerous attacks from bosses. See the subject alpha fights in strife’s guides in P2 P3 for what I mean.

- attack sequences have no sense of timing in their animation so it’s difficult to feel the beat of an incoming attack which leads everyone to resort to kiting

Actually, most of those deadly attacks have some sort of wind up animation. There are a few bosses that randomly throw out heavy damage like the mossman axe’s and volcanic shaman arrows but those are in the minority.

- attacks come in high frequency with such a high rate of damage that being in melee is something you cannot do for more than a few seconds

which ones? most mobs and bosses actually have pretty low attack rates, I read in some other thread earlier of people complaining how confusions stacks barely get any ticks in pve

- going to ground means nothing, when fighting normal mobs you’ll kill it and get back up, against champions you’ll always die ergo this mechanic adds no depth to these encounters

Indeed. It gives a lot more room for errors when fighting normal mobs. When soloing champions or something unless they are really low when you go down you might as well afk until you’re dead or hope some guy walks by and help you back up. In groups it does allow any other player to quickly get you back up.

- there’s no distribution of responsibility to the individual when going to ground as the party MUST take care of you when you’re down, which makes you feel useless when this happens in a boss fight

well, isn’t it just as bad in other mmo’s? except in those games only a healer class have a rez skill.

Oceanic [LOD]

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Posted by: Gathslan.1870

Gathslan.1870

Its a chaotic mess when you dont properly understand the game yet. And dodging used to for kiting is the noobish way of using dodging : P

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Posted by: danbuter.2314

danbuter.2314

Tab targeting only works about half the time. that’s my only issue with combat.

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Posted by: Vaulken.6983

Vaulken.6983

I don’t quite understand what you mean. I use dodge because it gives me a brief moment of invulnerability. With practiced timing (learning animation + account for my latency) I can avoid the most dangerous attacks from bosses. See the subject alpha fights in strife’s guides in P2 P3 for what I mean.

Actually, most of those deadly attacks have some sort of wind up animation. There are a few bosses that randomly throw out heavy damage like the mossman axe’s and volcanic shaman arrows but those are in the minority.

which ones? most mobs and bosses actually have pretty low attack rates, I read in some other thread earlier of people complaining how confusions stacks barely get any ticks in pve

Indeed. It gives a lot more room for errors when fighting normal mobs. When soloing champions or something unless they are really low when you go down you might as well afk until you’re dead or hope some guy walks by and help you back up. In groups it does allow any other player to quickly get you back up.

well, isn’t it just as bad in other mmo’s? except in those games only a healer class have a rez skill.

Exactly, invulnerability is not avoidance of an attack! Dodging means to move out of the way of an attack, being invulnerable means you can sit there and absorb anything, I’m sure you’ve rolled on the spot before, it looks silly and feels silly.

You cannot ‘avoid’ attacks in GW2 you have to become invulnerable in one way or another, so your positioning means nothing, right off the bat it has lost depth.

Yes all attacks have a wind up, but not an anticipation to the action. The wind up will lock into a final pose and the action will happen instantly at any time, the big wurms are notorious for this when they throw rocks, judging when you’re actually going to get hit is a mess because you’re actually timing when to become invulnerable so that when it hits the invulnerability is still up and an ‘evade’ happens.

Not all are as bad as the wurms though, hylek stomps are in a good spot, I’m not entirely sure if dodge is on GDC or not, it shouldn’t be if it is so you can react appropriately during another action and not have to wait to make sure you will be able to dodge and not be GDC or animation locked.

If you were DODGING then you just want to be out of the way, the combat doesn’t work like that at all because of tab target lock on skills. What it is doing is SIMULATING dodging:

- rock thrown at target
- target has moved considerably far away from the original trajectory
- target still gets hit because dodge aka invulnerability was not used

- rock thrown at target
- target stands still
- dodge is used and despite staying on the spot you don’t get hit

The mechanics and the visuals are still doing separate things and do not reflect what they’re really meant to represent as their parameters don’t take positioning and placement/movement into account. It’s the same BS as the blind mechanic forcing a miss even though a sword slashed straight through the targets stomach.

Self dependency is not as bad in all other MMO’s, in TERA every player is capable of looking after themselves ‘properly’, if they got rid of boss aggro tables the system could still work very well. If anything TERA represents a combat system that could work much better without a trinity inherently because of the way the combat allows people to avoid or block attacks. Proper action combat MMO’s in general could drop the trinity because of this if they had the balls to.

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Posted by: KevinEvo.7061

KevinEvo.7061

I agree with the dodging and blocking part. I use a shield all the time and I don’t actually block with it, it’s just there to look pretty. I would prefer to use my endurance to block and/or dodge while I am holding a shield.

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Posted by: Riviriel.9718

Riviriel.9718

Guess I am the only one that dodges to avoid an attack as well as position myself to avoid the next attack better. For example, I will often dodge to avoid a melee attack from one mob, and get behind an object like another player or tree to block a ranged attack that is coming before I regain endurance.

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Posted by: Chickenshoes.6250

Chickenshoes.6250

So one of your complaints is that you cant faceroll the melee with staying power. That would give melee no downsides.

If it was the other way it would be stupid. Melee already has an advantage over ranged for damage, and when there’s trouble you kite until somebody else takes the heat, it’s that simple most of the time. yeah you don’t get to 1337 melee dps 100-blades all the time, but you shouldn’t be able to.

I don’t even know of many ranged champion fights, but for those that are their moves are usually pretty telegraphed and you can definitely dodge roll 2 attacks and whatever other defensive cooldowns you have. Running out of range or using line-of-sight to drop aggro still works. Of course there are no individual continuous methods to completely mitigate the damage, that’s what makes champions group encounters. Complaining you cant solo champs is ridiculous.

Oh and some ranged attacks you can just fake out legitimately. I tank the champion wurm in blazeridge by juking the boulder attack. It has to lead the projectile, I stay at range and just move the opposite direction at the right moment.

Edit: I juke the agony arrows from the legendary imbued shaman in volcano fractals all the time.

OP complains that everyone has to spec tank and that’s how you know he’s probably one of the bads that facerolls melee range and gets downed all the time. Most good groups go all glass canon, the bosses go down in no time, and everyone is on the forums complaining that defensive stats are useless in PvE.

Personally I think this game makes it too easy. Mobs don’t actually lock onto you and damage you reliably, if you circle strafe them just right, they’re stuck moving in little triangles while you range them or others are DPSing them. It sucks that cruddy AI is a game mechanic, but when you complain that it’s still too hard….

(edited by Chickenshoes.6250)

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Posted by: Vaulken.6983

Vaulken.6983

^ Clearly hasn’t been to a dungeon before.

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Posted by: Creeper.9360

Creeper.9360

I quite like the combat

Except for the ranger sword 1 skill. But otherwise I enjoy the combat a lot.

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Posted by: CobaltSixty.1542

CobaltSixty.1542

^ Clearly hasn’t been to a dungeon before.

Just admit you’re bad at the game and get it over with.

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Posted by: Dex.6139

Dex.6139

I remember my first time doing CoE Path 2. I thought I could just dodge whenever I felt like while fighting Project Alpha. I was wrong.

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Posted by: wauwi.9162

wauwi.9162

this is GW2, not one of your tab-cyclers where every class stays put until either they or their enemy is dead.

get used to GW2’s battle mechanics.

[EU/GER]Elona’s Reach: Aerrith: Lv80 Ranger / Sephirra: Lv80 Mesmer
“Only the finest of potatoes in my zerkburgers.”

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Posted by: Vaulken.6983

Vaulken.6983

this is GW2, not one of your tab-cyclers where every class stays put until either they or their enemy is dead.

get used to GW2’s battle mechanics.

It is a tab cycler, the combat is just as static as WoW.

It’s tab target, because you hit tab to target.

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Posted by: Vaulken.6983

Vaulken.6983

^ Clearly hasn’t been to a dungeon before.

Just admit you’re bad at the game and get it over with.

Just admit that people complaining about how static the combat is crushes your self esteem because you found it challenging.

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Posted by: Lafiel.9372

Lafiel.9372

Despite everything so glorious about GW2, quite literally everything; combat is just so darn awkward in this game, it’s like it doesn’t know whether or not it wants to be tab target or action combat.

I love the jumping puzzles, I love the exploration, I love the art and animation, I love the story, I love the music, I &^%$ing love the immersion, I love the holiday events, I love how questing works (DE’s + Hearts), I love vistas, I love the trading post, I love the achievements and daily achievements, I love scaling my level down to zones, I love that there’s no power creep…
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I love GW2 to bits but I hate, hate, hate, haaaaaate the combat so much:
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- dodging isn’t used for dodging it’s used for prolonged kiting including MELEE classes: kitten!?
- attack sequences have no sense of timing in their animation so it’s difficult to feel the beat of an incoming attack which leads everyone to resort to kiting
- attacks come in high frequency with such a high rate of damage that being in melee is something you cannot do for more than a few seconds
- going to ground means nothing, when fighting normal mobs you’ll kill it and get back up, against champions you’ll always die ergo this mechanic adds no depth to these encounters
- there’s no distribution of responsibility to the individual when going to ground as the party MUST take care of you when you’re down, which makes you feel useless when this happens in a boss fight

- the trinity was removed without a reason or a rework to HOW monsters attack us, we’re put in situations where we’re constantly beat on where our CD’s run out very quickly and the champions will continue to kill us with no reliable way for the party or the individual to stop the champion from directly attacking us

OR

- the champion is melee and we all kite with no danger what so ever, if it’s ranged then face tank absolutely everything after CDs and it becomes a game of musical chairs of who gets to go down on the ground next do nothing and contribute nothing

OR

- everyone specced something tanky and we ignore all mechanics and heal through everything. You can remove dedicated healing, but someone is always getting mauled in the face: you can’t remove dedicated tanking, the party could tank together by rotating aggro through each player or simply have a tank who tanks

- why isn’t there a spec for dodging or blocking, i.e. you can spec into blocking so the yellow meter allows you to block temporarily rather than dodge allowing a straight up melee class that stays in melee

- lock on ranged champions: WHAT. THE. %^@#. Lock on ranged attacks in general make no sense, is this game tab target or action combat? Pick kitten
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I left a month after GW2 came out and really wanted to hold on, I still do but the combat kicks me out of the game every time I play it. I was hoping by now there would be word on where the combat in the game will be heading but so far there hasn’t been and I’m really sad about this.

Not to be offensive but after reading what you wrote, it feels as though you’ve been a player who has been carried as a DPS all your life and when your own survivability is put into test, your true colours show. I.e. you’re not a very good guild wars 2 player.

Sorry to say, the combat is working as intended from my point of view. Sure there a few things they could be fixed but overall, there is no huge issue with it. I use dodge sparingly and at the right moments, I can tell animations when a boss is about to use a certain move and I have to evade or block it, I can stay in melee range of almost every mob i’ve encountered in the game for 80 % of the fighting time with it. So yeah, people who complain about gw2 combat system are the very people who have been baby-fed the trinity system for far too long and are incapable of change.

Btw, there IS an aggro system in gw2, it is just more sophisticated then your average threat based system. I have no trouble keeping aggro on a mob when required.

(edited by Lafiel.9372)

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Posted by: foofad.5162

foofad.5162

There are TONS of dodges in this game. Not just what the game defines as a dodge (the invuln roll) but what you define as a dodge. Particularly Rangers and Thieves get them. Ranger Sword and Dagger is a prime example. You get a massive dodge backwards on 2, a massive flank on 3 that takes you totally around an enemy (spoilers: they can’t hit you if you’re behind them (usually)) and another flank on 4. In all of these cases you can use the skill to move your body out of the way of an attack, regardless of whether they have evade frames on them or not. If you walk out of melee range or out of the melee attack arc, you won’t get hit. The game absolutely takes positioning into account. What more do you want?

You’re being willfully ignorant. There are very few homing attacks – if you move out of the way of a lot of the projectiles in the game (Guardian scepter orbs come to mind) you can dodge them without double tapping a movement key.

Everything you’ve brought up is a subjective discontent with how the game feels to you. There’s nothing wrong with that, but claiming that the system is broken because it doesn’t feel good to you is completely asinine.

Eilir Eirasdottir, Guardian, Tarnished Coast
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.

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Posted by: Lafiel.9372

Lafiel.9372

^ Clearly hasn’t been to a dungeon before.

Just admit you’re bad at the game and get it over with.

Just admit that people complaining about how static the combat is crushes your self esteem because you found it challenging.

This doesn’t make sense because it is you who has found the gw2 combat system challenging.. lol

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Posted by: etiolate.9185

etiolate.9185

I really like the combat in the game. It does have a high learning curve for an MMO. It’s also only a tab-target skillbar combat system on the surface level. Underneath, its an action combat game with RPG skills. Once you get better at parsing the battlefield, learning the many skills of the game and what to expect/do then you start to get into the flow. It just takes longer to get to that point for some people than others.

Zed Zebes – SBI Mesmer

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Posted by: Vayne.8563

Vayne.8563

Somehow I get the impression that if combat was “fixed” for the OP, it would end up broken for me. lol

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Posted by: Vaulken.6983

Vaulken.6983

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

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Posted by: Heijincks.9267

Heijincks.9267

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

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Posted by: Lafiel.9372

Lafiel.9372

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

You have outlined yourself in the OP that you have trouble:

Using the dodge function as it was intended (so you use it only as a means to prolong kiting, which is one of the many viable methods to use it)

You have indicated that you have trouble following the animation and beat of a boss and thus foreseeing and incoming attack. Something other players can do well in.

You have trouble maintaining melee distance with attacks while OTHER players can do this excellently (while you blame the combat system).

you rely on the CLASSES to define the responsibility when in gw2, it is a situational responsibility.

No idea what you’re talking about when you say going to grounds but saying you’ll always die against champion sounds farfetched?

So tell me again how this does know show you find the content challenging?

I just want to say, i’m not trying to be mean to you, you just need to spend more time to hone your skills in this game instead of saying it’s a combat system issue. This game has a very different combat style to your previous endeavors but does not mean it is broken.

(edited by Lafiel.9372)

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

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Posted by: gkrit.9416

gkrit.9416

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

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Posted by: Vaulken.6983

Vaulken.6983

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

You have outlined yourself in the OP that you have trouble:

Using the dodge function as it was intended (so you use it only as a means to prolong kiting, which is one of the many viable methods to use it)

You have indicated that you have trouble following the animation and beat of a boss and thus foreseeing and incoming attack. Something other players can do well in.

You have trouble maintaining melee distance with attacks while OTHER players can do this excellently (while you blame the combat system).

you rely on the CLASSES to define the responsibility when in gw2, it is a situational responsibility.

No idea what you’re talking about when you say going to grounds but saying you’ll always die against champion sounds farfetched?

So tell me again how this does know show you find the content challenging?

It doesn’t challenge me, I’m sitting here thinking “well there could be a much more fluid way of doing the same thing that would be far more satisfying”. I beat games very quickly and then pick them apart afterwards figuring out how they could achieve what they’re trying to do but better.

Avoiding damage is where MMO’s are finally seeing the light and in GW2 there is only one way to do so which is to become invulnerable in short bursts. The general playstyle of all classes are actually quite frantic and fast paced, what’s very interesting about TERA is it has a range of play styles from very slow and cumbersome (berzerker) to very fast paced and frantic (warrior).

GW2 is lacking regular avoidance mechanics that don’t involve ‘dodging’ like blocking, sometimes it’s the visual that goes along with the mechanic that changes how a person engages with what’s going on; not everyone wants to be a ninja rolling around.

Now someone said that people don’t generally talk about the combat, and this is a bad thing, it means people aren’t that invested in it. People always discuss what they’re most invested in and I speculate that people just aren’t that crazy about GW2 combat, more indifferent than anything else.

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Posted by: Vayne.8563

Vayne.8563

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

Not everyone liked it in the first place. In fact, some people couldn’t stand it at all.

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

What I hope is they have group tanking but independent healing, you take care of yourself and the party takes it in turns to distract the boss. A lot of people threw their arms up in the air about the lack of trinity in GW2 because there are a lot of cases where the bosses still act like there is a dedicated tank in the group.

If bosses had an attention span as long as the duration of your ability to throw your CD’s at it + some AE group healing then fair enough, but sometimes it will go far beyond that and then some.

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Posted by: Vaulken.6983

Vaulken.6983

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

Not everyone liked it in the first place. In fact, some people couldn’t stand it at all.

Why didn’t they like it?

I don’t like it because it distributes responsibility in a lopsided fashion which creates niche roles that also fill out unequally causing all kinds of problems.

But on a good day when you get everyone together you have a well structured group that is built into very defined roles which makes sense and works.

GW2 is a bit misleading in that sense because you still need support and tankier specs to hold up glass cannons, what everyone thought was we could all jump in as dps and dodge roll our way out of trouble, in reality you need balanced stats and a group with a variety of specs.

What I think people are looking for a is system that allows everyone to jump in nilly willy and take care of themselves as an encounter progresses, for that to happen everyone will need a standard set of skills to counter challenges otherwise you will have people jumping in ill equipped screaming they like to be special snowflake that they are and rage quit when they can’t react to something because they didn’t spec into what they needed.

GW2 had the right idea with giving everyone a healing spell, but it’s not enough, people shouldn’t be hoping another player revives them in time when they go to ground there would be a lot of satisfaction if you could get yourself up all on your own, that kind of thing should be put in a players hand otherwise you’re back to dedicated tanking and support roles.

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Posted by: Lafiel.9372

Lafiel.9372

The combat isn’t challenging, where are you getting that from, the OP states how the combat visually does not match up with what it’s trying to reflect.

They call an ability “dodge” where in reality it causes invulnerability. Lock on attacks undermine movement and those of you who think your movement is “dodging” attacks, it is not, the monsters are out of range or there is an obstruction and melee mobs are a joke and perfect example of this where circle strafing causes them to kitten out, this even works on pure melee champs meaning the encounter has no added depth it just takes far longer which is a good explanation as to why champs drop garbage when solo’d anyway.

You can tell the combat isn’t very engaging because the way they scale difficulty is increasing damage output and hp count.

You have outlined yourself in the OP that you have trouble:

Using the dodge function as it was intended (so you use it only as a means to prolong kiting, which is one of the many viable methods to use it)

You have indicated that you have trouble following the animation and beat of a boss and thus foreseeing and incoming attack. Something other players can do well in.

You have trouble maintaining melee distance with attacks while OTHER players can do this excellently (while you blame the combat system).

you rely on the CLASSES to define the responsibility when in gw2, it is a situational responsibility.

No idea what you’re talking about when you say going to grounds but saying you’ll always die against champion sounds farfetched?

So tell me again how this does know show you find the content challenging?

It doesn’t challenge me, I’m sitting here thinking “well there could be a much more fluid way of doing the same thing that would be far more satisfying”. I beat games very quickly and then pick them apart afterwards figuring out how they could achieve what they’re trying to do but better.

Avoiding damage is where MMO’s are finally seeing the light and in GW2 there is only one way to do so which is to become invulnerable in short bursts. The general playstyle of all classes are actually quite frantic and fast paced, what’s very interesting about TERA is it has a range of play styles from very slow and cumbersome (berzerker) to very fast paced and frantic (warrior).

GW2 is lacking regular avoidance mechanics that don’t involve ‘dodging’ like blocking, sometimes it’s the visual that goes along with the mechanic that changes how a person engages with what’s going on; not everyone wants to be a ninja rolling around.

Now someone said that people don’t generally talk about the combat, and this is a bad thing, it means people aren’t that invested in it. People always discuss what they’re most invested in and I speculate that people just aren’t that crazy about GW2 combat, more indifferent than anything else.

Well there are many ways to dodge or block attacks other than using the dodge function. One example I can give is when I play my mesmer. I run her as full berserker, that means I have very little room for mistakes usually. One of the ways I evade damage is by taking advantage of my “blur” on sword 2 and illusion shatter on f4. There is also a block function on my off hand sword if necessary, though I rarely find a need for that. Likewise, ranger has similar ability with their sword, which allow them to evade attacks while attacking. Guardians also have aegis/block skills to compensate, necros have death shroud etc.

In a sense, I regularly use every mechanic available for each class in order to survive and maintain good damage against mobs. Sure, I do admit that some of the encounters require some spicing up to make it more fun and enjoyable rather than just repetitively doing the same thing over and over again because of excessively large HP pools but we’re seeing some revisits on certain dungeons to make things more interesting.

In my opinon, what really needs to be fixed is not the combat system, but build diversity. Also, we need to have more skills in place so not every class running the same weapon is running the exact same skills. Right now we have 5 fixed skills for 2-h weap and 3 for 1h 2 for offhand. This number needs to be doubled. We still have 5 max fixed skills at one time but we get to choose out of 10, they can even put it in categories like traits, so people don’t go for all the burst type skills and neglect support stuff.

(edited by Lafiel.9372)

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Posted by: Vayne.8563

Vayne.8563

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

Not everyone liked it in the first place. In fact, some people couldn’t stand it at all.

Why didn’t they like it?

I don’t like it because it distributes responsibility in a lopsided fashion which creates niche roles that also fill out unequally causing all kinds of problems.

But on a good day when you get everyone together you have a well structured group that is built into very defined roles which makes sense and works.

GW2 is a bit misleading in that sense because you still need support and tankier specs to hold up glass cannons, what everyone thought was we could all jump in as dps and dodge roll our way out of trouble, in reality you need balanced stats and a group with a variety of specs.

What I think people are looking for a is system that allows everyone to jump in nilly willy and take care of themselves as an encounter progresses, for that to happen everyone will need a standard set of skills to counter challenges otherwise you will have people jumping in ill equipped screaming they like to be special snowflake that they are and rage quit when they can’t react to something because they didn’t spec into what they needed.

GW2 had the right idea with giving everyone a healing spell, but it’s not enough, people shouldn’t be hoping another player revives them in time when they go to ground there would be a lot of satisfaction if you could get yourself up all on your own, that kind of thing should be put in a players hand otherwise you’re back to dedicated tanking and support roles.

I’m saying that some people NEVER liked it. Some people don’t play MMOs because of it. I’m a person who hated it in MMOs and barely tolerated it, because it felt contrived.

There are hundreds of million gamers in the world and only a small percentage of them play MMOs. Therefore MMOs are doing things that don’t appeal to all gamers. It’s possibly the trinity is one of those things. Because outside of MMOs, no one ever talks about the trinity.

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Posted by: Vaulken.6983

Vaulken.6983

Those are evades/blocks built into attacks, some people would prefer to swap their endurance dodge for an on demand block.

There is a definite lack of playstyle for the armoured soldier that stands toe to toe with the enemy and stares it down. It’s very awkward rolling around in full plate as a norn.

Warriors with hammers are a great example of how misleading GW2 can be: the hammer looks like an offensive weapon, when you swing it you make craters on the floor but in reality it’s a utility weapon that doesn’t do that much damage.

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Posted by: Vaulken.6983

Vaulken.6983

There are other things about MMO’s that turn people off too though, grinding being the #1 thing. Tab targeting being another, lack of good visuals and animation, generally MMO’s have been slower paced than console games due to systems in place being held back by technology to have so many people play in a shared space.

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Posted by: Morrigan.2809

Morrigan.2809

I don’t know OP I love the combat in this game,
I find it fluid, intuitive and immersive.

I haven’t actually ever heard anyone complain about the combat in game.

Your thing with dodging I can’t relate to either because I assure you my character does dodge- I get a huge kick out of dodging melee only to see the hit swipe right past my character and for her to land on her feet, knockback and start shooting.
Or to roll towards an attack only to end up at the back of the enemy to land a backstab.

The combat is very action based regardless of tab targeting (which I don’t use)

The trinity- omg please no.

Gunnar’s Hold

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Posted by: CobaltSixty.1542

CobaltSixty.1542

^ Clearly hasn’t been to a dungeon before.

Just admit you’re bad at the game and get it over with.

Just admit that people complaining about how static the combat is crushes your self esteem because you found it challenging.

This doesn’t make sense because it is you who has found the gw2 combat system challenging.. lol

I’ve never said anything regarding how difficult I find the combat system.

GG reading comprehension, time to go back to grade school, buddy.

(edited by CobaltSixty.1542)

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Posted by: BadHabitZz.1856

BadHabitZz.1856

Combat is good but it lacks variations in item builds and skill builds (i mean they are there but it should be waay more significant imo) also the kitten downed-state is only thing i really dislike…

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Those are evades/blocks built into attacks, some people would prefer to swap their endurance dodge for an on demand block.

There is a definite lack of playstyle for the armoured soldier that stands toe to toe with the enemy and stares it down. It’s very awkward rolling around in full plate as a norn.

Warriors with hammers are a great example of how misleading GW2 can be: the hammer looks like an offensive weapon, when you swing it you make craters on the floor but in reality it’s a utility weapon that doesn’t do that much damage.

The on demand block is called Aegis. On top of that I don’t see anything misleading. And certain classes have an on demand evade besides the usual dodge roll. One example of this is an elementalist running dual daggers. Air 5 does no damage but you can use it to dodge attacks at range or you can use it to knockback enemies and dodge at the same time. The dual nature of such skills provide depth. Same goes with Shelter on guardians providing an on demand block or a block along with a heal at the end.

Hammer compared to Greatsword or Dual Axe. To be honest, a giant sword or someone wielding two axes would definately be more deadly than someone wielding a hammer. Plus, the expectation is that with a hammer you slam and stun people which it does offer that versus a greatsword or dual axe you would not get those options. And in fact GW2 meets these expectations.

Try Guardian. They have a lot of on demand blocks along with being extremely tanky which allows them to fight against multiple enemies at one time (1vX). Also, warriors have access to a shield offhand that provides an on demand block as well.

There are a lot of things beyond this and dodge isn’t just to kite more enemies. It can be used to evade specific attacks or damage along with closing the distance. Mesmer dodge for clone into sword 3 swap immobilize sword 2 shatter for example. In this case you dodge an attack from your enemy and then counter. Or dodge off a hill and swap teleport up (sword 3). Dodge left or right to cover more distance to take cover behind an environmental object (e.g. Tree).

I think you have a limited view of the combat system or you expect the combat system in GW2 to be like other games (e.g. Tera, WoW, etc). What I will say that PvE content isn’t challenging enough which doesn’t mean the combat system sucks. Also, look at PvP and you will see that the combat system is fine. What is lacking is some build diversity because some things are just too strong on certain professions or certains things are useless (e.g. Signets, Elementalist Conjures [except Elite GS]).

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Posted by: UnderdogSMO.9428

UnderdogSMO.9428

That’s a very loaded statement. GW2 hasn’t introduced a system yet that distinguishes pro play.

- There is chaotic mess

and

- Everyone is specced as a tank come back in 2 hours

Exsept for the fact that I have often been the last man standing in pugs even going so far to take the last half of a bbbboss’s health down all by myself… because I’m just better.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

I think having a #1 attack which automatically chain fires and continues over and over again makes the combat extremely shallow.

All you’re doing is essentially waiting on cooldowns.