The age ole gw2 issue of passive vs active play.
Of course passive play isn’t bad just not when its that that drives combat.
And while Gw2 has the best combat formula the amount of skill it takes to dish out damage vs the amount of available ways to avoid that damage is just at a bad ratio.
So to stem that problem i suggest we look at number 1 skills. Auto attacks.
I believe auto attacks are great design, keeps the gameplay fluid and fun, and is a great way to see your passive damage especially when most MMO just let autos be done on their own.
Now that is the good the bad is that if you take a player who has been playing for an entire year, is a pvp king, and plays for hours each day and put him/her next to someone who just started, looked up a build online and is in their first game 80% of their game play (laying on auto attack dmg) is going to be the same. Which in my eyes, isn’t good design.
Now I don’t believe that in flat out lowering auto attack damage its a fun mechanic but currently doesn’t require any thought.
I believe that Auto attacks should be reworked to be 3 part attacks (maybe 4 part in some cases, like thief dagger)
- The first two attacks should have their damage reduced by roughly about 25% of what they currently are, as well as losing any addition effect that it has
- Though the last 3rd attack should be given a cast time (such as Guardian hammer) have its damage increased roughly 12 %and be given the combined additional effects of what all 3 attacks currently have
Simply put. All autos would be made into a 3 or 4 part series (like many of them are now), with the last attack being slower, easier to dodge, cancel able, and very powerful.
What will this do
1st it will reduce auto attacks damage overall but still make this feel fun and powerful
-By roughly reducing auto attack damage by about 12% overall fights and gameplay will be extended but still be fun by having a big painful attack string with the increased 3rd attack
2nd it will add a big chance for counterplay in fights
-Fighting any hammer guard you can always see his last most painful auto attack coming so it just takes avoiding that damage to mitigate his attack. Whereas trying to stop the damaging autos from lets say a thief, necro, or ranger is pointless if not wasteful, Because by dodging auto you really only stop about 2 attacks and set yourself up to be just hit with the next ones since its so passive
3rd it will make skills such as block, dodge, aegis, and other single time mitigations important.
-How often do you play a warrior, mesmer, Guard, ect and have a single time melee block and just see it wasted on almost nothing? I’m pretty sure all the time. With this change by seeing the attack coming and being casted you can set up counterplay and with a quick reaction you can not only stop big damage but also turn it into an advantage
4th the attacker can use more skill in landing his attacks
-As a person who also plays hammer guard to land my 3rd auto attack. Or many of my castable attacks for that matter i find myself canceling many attacks to get my enemy to waste a dodge roll and recast it before the timer resets so i can guarantee and land. And i find it very balanced and this sort of play should be set across the board.
5th It wouldn’t effect PvE/WvW gameplay too much
-of course lowering the overall dmg of autos by 12% would have a big impact on every part of combat but not so much in a way that it would change the game. And i for one am slightly against a big split between pve and pvp (i think it being so far from the main game is the reason PvP sees so little attention
6th people would really have to pay attention
-Even as a thief my goal when i’m not in stealth is to make sure i’m landing my autos not really making sure that i’m behind or beside my target. With this change thieves and rangers who are position dependent and what their damage to land like it should will really have to focus on their 3rd attack.
7th a psuedo nerf to the condition meta
-And my favorite, because so much of the condi meta is reapplication rate especially though a blanket of auto attacks, with this change all classes would have to take care not to miss their 3rd attack with all their conditions on them because being then being able to dodge and cleanse would let classes have a chance at surviving applications and condis
8th WvW wouldn’t be so zerg train-y
-Auto attack trains are normal for WvW but with this change their trains wouldn’t just destroy anyone in their way (well less than before) so while still doing insane amounts of dmg they would actually have to fight each other instead of number just rolling the others
Alright i could go on about the benefits all night but i really want to hear the devs/communities thoughts on this!