This has been discussed in passing in other threads before, but I thought I’d bring this topic up for discussion again.
Has anyone come across a situation where you’re doing some non-challenging content and half of your skill bar is useless? Maybe 1-2 skills on your bar actually offer a damage increase over autoattack. It’s pretty boring to be honest. The same can be said if you’re fighting an enemy that is immune to a particular condition you have. Lets say an enemy is immune to bleeding. In most cases a given skill that applies bleeding, if the condition damage is taken away, will do considerably less damage than whatever you autoattack is. This is, for at least the immediate future, a dead skill on your bar.
“But, Draehl, skills are supposed to be used for certain situations and used skillfully rather than simply as a part of a damage rotation.” And to that I would say I agree. I don’t want to see this become another “stare at the boss and spam 12131114” type of game. At the same time, this is an RPG. Players want to use skills and be pressing buttons. Combat is this game can get incredibly dull at times. Certainly not when you’re fighting for your life, but in run-of-the-mill basic combat it seems to devolve pretty quickly into watching your character autoattack and I dont find that enjoyable either.
“Well, what do you propose Anet should do?”
Simply make sure that every weapon skill does a little more damage than autoattack would in a given timeframe. Not so much that you want to use the skill just for damage, forgetting about the primary purpose of the skill, but enough that you still want to use it in situations where the primary effect isn’t needed. Let’s take Necromancer dagger as an example, as it’s one of the worst offenders.
Lets say I’m fighting an Ettin with Dagger/Dagger. I open with Enfeebling Blood for the bleed. I could also jump into Death Shroud for a Dark Path for more bleeding. After this point it’s autoattack all the way. The big hits I can dodge. The little hits I outheal passively via blood magic traits. At this point skills #2, #3, and #4 are all useless to me. Life Siphon does less damage than auto and I don’t need the healing. Dark Pact does laughable damage and I don’t need to immobilize the ettin for any reason. Deathly Swarm… I really don’t need the blind or condition transfer.
“Switch to another weapon” you say. What weapon? Staff? It has the same exact problem as dagger. Axe? A laughable. Scepter? A nice weapon, but not for a power build.
I think you get the point. Necro, admittedly, exaggerates this more than most other professions, but I see it as a problem for every profession. Would increasing the damage of 2-5 skills be that bad of a proposal? If the relative damage gain was minor then in challenging content you use the skills exactly as you would now as the conditions/boons/etc would certainly outweigh the minor damage increase. The only difference being that in easy content or content where a certain skill isn’t needed you would have the ability to do something aside from watching your character autoattack and be slightly more engaged in the game. And for anyone who likes the current implementation, well, you can keep on just autoattacking it at only a very minor hit in effectiveness.
Obviously this concern isn’t as pressing as getting all the professions working properly and is a second tier concern, but I would greatly appreciate Anet looking into this after the pressing balance/design concerns have been addressed.