I was going to post this under homing rocks, but I realized that this is more than just about the rocks, but the whole map interaction with the new added extra range attacks and the feel of it all.
Here are a couple thoughts.
I also find it interesting that the mobs attack you while in the air, but rocks seem a bad option for such a long range attack…seems wrong…take an other weapon…
Here are a couple of fixes I think would make it fairer.
Homing is wrong, doesn’t allow you much movement options for avoiding, make it a straight hit…seeing curves when I go around a stalactite or boulder or something is just plain irritating. Last 600-1000 range from players should not home. Before that for game mechanics I wouldn’t mind.
Add in a little warning icon that could give you a hint of rocks incoming. Would make skill #4 more useful on the dodge aspect, since you could react, Same kind of principle as an warning aoe circle.
Add 3-4 second delay before any rock is thrown when a player is spotted by an enemy who can attack gliding players. makes no sense that you get pelleted by an enemy when you do a simple minor jump/glide that takes 1 sec and receive 3 rocks from enemies.
Lastly, if an enemy throws rocks at you, they pursue you and enter combat. If they lose sight of you for “x” period of time (say a stealth duration), they reset walking back to their original spot. Although this is could mean more ground aggro, it also gives players more actual use and worthwhile interaction with the world imo.
I just really find it annoying that something which hasn’t entered combat with me attacks me freely like that…feels like environmental damage more than coming from an enemy, as the interaction is completely separate. Where Aerial combat does not follow through to ground combat.
Lastly, When an enemy is damaged by aerial skills even if they are ground based, do not have them heal as if they were out of combat. This is just plain annoying…
So in short, Aerial combat = ground combat, both ways.
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