What combat mechanic does ArenaNet do best?

What combat mechanic does ArenaNet do best?

in Guild Wars 2 Discussion

Posted by: Astrum.3652

Astrum.3652

I keep hearing about how AC difficulty is over the top, bosses just having more hp and no depth is terrible, how having agony in fractals is a cheap gating method, and other comments of everything that arena net has done wrong.

While this is useful information and has to be pointed out in order for the problems to be improved, it shouldn’t be the only thing we talk about. What I want to know is whatever people think arena net has done best, right, or even wrong but very close to getting right.

What combat mechanic does ArenaNet do best?

in Guild Wars 2 Discussion

Posted by: Astrum.3652

Astrum.3652

One thing I like is when bosses have a distinctive tell prior to an attack that’s difficult to dodge. While the red ring mechanic is interesting, I like being able to dodge something just by reading the movement of the enemy. This is a lot harder on smaller enemies with a lot of spell effects flying around though.

I also think the dragon events are pretty interesting and very close to being a lot better. Right now they’re completely pre-scripted. I would love to see the dragons react to what’s happening. For example, in the shatterer battle, the entire zerg runs up right next to the boss and attacks him from the side. In spite of this, he still continues attacking in front of him as if there are players there. This fight would be much more engaging if he reacted to the players like a monster would and turns to face them or directs his attacks towards the players instead of in the same spot every time.