Disclaimer: The following is an argument. An argument has premises and a conclusion. An individual does not have to agree or like any premise or conclusion given. Use the gray matter between your head before responding with anything but ethics and logic because the following is intended for Arena Net as a consumer to merchant report, but feel free to genuinely remove yourself should the urge to give idiotic replies and general throwing up over the keyboard hit you.
Guild Wars 2 has too much boon stacking, condition stacking, crowd control, and burst damage. The change to stability has only encouraged endlessly or perpetually placing a player/target in a controlled state; and time has shown through countless MMOS that the majority of gamers do not find the concept of not controlling their avatar to be enjoyable, or to suddenly be spiked into oblivion because of poor mechanics. I don’t need spreed-sheets, videos, or documentary to prove what history’s leg work has done for me.
Guild Wars 2 could benefit from implementing or correcting the following mechanics:
[*]Set a limit on how many boons a player can have, a cap on boon duration, and if needed place powerful boons on an internal cool-down
[*]Set a limit on how many conditions a player can have, a cap on duration, and if needed place powerful conditions on an internal cool-down
[*]Implement diminished returns on disables, interrupts, stuns, knockdowns, knock-backs, and immobilization
[*]Remove quickness and in turn raise the sustained damage of professions who would suffer from this boon removal
[*]Tone burst damage down
[*] Indestructible objects a player can summon should not be allowed to soak hits
The biggest problem with MMOS is they refuse to evolve past the number system, and by this I mean diversifying professions/classes with talents/traits that only increase the amount of damage, healing, or mitigation of a player through statistics, rather than making the game more enjoyable. A profession’s utilities, elites, and weapons should be fun to use, and really set each of them apart: A good example would be the Elementalist’s elite conjure fiery great-sword and Guardian’s spirit weapons.
Arena Net should consider removing the majority of passive mechanics triggered or activated through sigils, runes, utilities, elites, healing, weapon swapping, kits, attunement changing, on chance hits, on hit, and anything of the previously stated nature, and replace such things with flavor: Transformations that have meaningful applications, granting a utility more flare and performance than simple numbers, and so on—make the animations a sight to behold instead of opting out for simple number crunching. Passive effects should enhance gameplay and not dominate gameplay.
In Guild Wars 2 PVP is nothing more than min/maxing of stats, traits, boons, conditions, elites, utilities, and healing; and requires little skill, and is more about optimization of points, and once a competitive player has learned the ins and outs of their profession, as well as other professions, GW2 turns into a game of RNG (Random Number Generating) granted no game is without faults, but to rely on 1st generation mechanics in the 21st century shows a lack of creativity.
Alot of individuals aren’t going to agree with my point of view, and generally masturbate to adding 2+2 for MOAR DAMAGE, but alot of players would also agree smashing 1-5, dodging tales, swamping weapons/attunements, and waiting for procs can become asinine.
Remove the math and replace it with fun: Throwing greatswords clear across the field, becoming a massive lich, summoning an ethereal fiery sword of pwn your face, and so on.
(edited by Brolleun Hunter.7862)