Auto-attacks

Auto-attacks

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Posted by: DiogoSilva.7089

DiogoSilva.7089

After Anet’s attention on the issue with how strong (some of the) auto-attacks are, and mentioning the possibility of toning them down for pvp (with a split for other modes), I think it would be wise to discuss them further. I want to talk about them within the context of pvp, but also within the context of pve. I understand that this forum is for pvp only, but we all know that it is also the “unofficial game balancing forum”, and any decisions to pvp affect the other modes greatly. Also, any nerf I might suggest in this thread is targetted at how “spammable” auto-attacks are, and do not take into consideration how they affect the entire profession’s balance.

My thoughts on the current situation:


Currently, auto-attacks are a measure for sustain damage, especially in pve. Against bosses, who so much hp that a single burst under a cooldown isn’t worth much, auto-attacks (and damage boons/ conditions) will ultimately determine how fast the boss will drop. A profession who can do both will be meta. A banner warrior can easily do it. A s/d elementalist with Lightning Hammer can easily do it. Etc. More so than that, as pve’s design continues in its current direction, with timers being added to bosses and more surviving skills becoming more important, buffed auto-attacks remain kings of sustain damage, the main source of dps, and thus the main strategy to kill a boss before the timer ends (Tequatl maybe being the exception?). Ya, not very strategical or skill-required.

Meanwhile, in pvp, where combat is more complex, the power of auto-attacks are still a problem in a slightly different way. They are a source of frustration, because countering the opponent’s best skills is not very rewarding, when they can still hammer you with auto-attacking. It contributes to the lack of risk-reward playing in this game’s pvp. But even within the lower common denominator of pvp’s community, it’s very frustrating to newcomers when they work hard to beat an opponent but get bursted down by an endless swarm of auto-attacks, simply because they’re still not skilled enough to survive versus… strong auto-attacks. Equally frustrating is when some of those spammable skills are ranged. It’s very unsatisfying to get destroyed by someone firing at you at a safe range, with little to no skill input or even barely touching the keyboard.

CONCLUSION: The damage of auto-attacks should generally be toned down across all formats. PvE, WvW, PvP. Such a change shouldn’t be split between PvE and PvP, possible exceptions aside. It should be universal and affect Guild Wars 2 as a whole.

But then, it creates a new problem. The possibility of them not being worth the time spent using them, unless everything else is under cooldown. It would make the main bar consist of 4 skills, and a “left-over” that has no purpose but to be used when no other skill is available. Not very interesting. Spending time using auto-attacks instead of any other skills should still be a viable, strategical choice, and not simply a “better-than-nothing filler”.

(edited by DiogoSilva.7089)

Auto-attacks

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The solution? The best I’ve seen from this community, is to keep auto-attacks strong, but through utility and not through damage. “Utility” here can mean many things, including the idea of auto-attacks fueling the power of other skills. Because the remaining options are under a cooldown, you would want to use them at the best possible time, instead of wasting their cooldowns. Auto-attacks could be used to set up/ build up “the best possible time” to use them.

How would that work? I’ll take inspiration from two popular builds from GW1’s elementalist.


1. Mind Blast builds. Mind Blast was a “spammable” elite skill, effectively being the equivalent of a GW2’s auto-attack. Mind Blast, however, dealt very mediocre damage in favor of high energy gain. This would allow elementalists to cast costly spells very frequently, like rodgort’s invocation, and still bring energy-heavy defense skills. The main strategy was to alternate between the strongest skills and mind blast, so that the energy bar could remain high.

2. Searing Flames builds. This one is a reversal of the build above. The spammable elite this time is the main source of damage, like many of the current auto-attacks, but it came at a high energy cost, and it had a condition effect. A player would need to dedicate several skills to fuel searing flames to its maximum effectiveness, or to utility.

How can we adapt this to GW2’s skill system, where energy does not exist? Simple. Boons and conditions. Those are the “investment”. Let’s create a few examples:


Skillset1
Auto-attack: Deals mediocre damage and adds 3 stacks of might for 4-6 seconds.
Strong skill: Deals high damage under a medium-or-high cooldown.

This is a very simplified example, but you can get the main idea. To make the most use of Strong Skill, you would want to auto-attack to stack might to yourself. Meanwhile, might’s duration is so short, that: 1) you wouldn’t want to spend much time auto-attack before using Strong Skill, and 2) if you decided or were forced to use another skill, chances are, most of your stacks of might would already be gone, and you would need to build-up might again with auto-attacks to make the most out of Strong Skill. Here’s an example of this second case:

Skillset1 – further fleshed out
Auto-attack: Deals mediocre damage and adds 3 stacks of might for 4-6 seconds.
Strong skill: Deals high damage under a medium-or-high cooldown.
Defensive skill: Channeling for 3-ish seconds of defense.

There you have this idea further developed. If you would need to cast the Defensive Skill, most of your stacks of might would end and you would need to build them up again, unless you would want to bet on an unbuffed Strong skill.

Skillset2
Auto-attack: You lose HP but deal high damage.
HP-Drain skill: You deal mediocre damage through a long channeling skill, but heal some nice chunk of HP. Under a cooldown.
Defensive skill: Damage you suffer is converted to HP, but you’re weakened for 3 seconds.

In this situation, we have a “Searing Flames” scenario: a strong burst skill that would need to be fueled by other skills. The player would have to choose between high damage with a high HP cost, mediocre damage rotations to keep HP high, or lose damage to recover most of HP. Of course, HP loss on an auto-attack would make this playstyle too advanced for new players, but let’s be fair: do all the weapons need to be equally newb-friendly? Can’t we have some weaponsets with a higher skill floor than others? There are players who feel proud to master those kind of weapons.

Without an HP cost, we could get self-weakness, self-vulnerability, self many stuff.

And then there’s defensive or general utility.

Examples that already exist in the game:


1.Vapor Blade – mediocre damage, applies vulnerability. Unfortunately, it’s not strong enough.
2.Mind Slash (Mind Spike) – applies vulnerability and removes a boon. Vulnerability applies is underwhelming, unfortunately, but boon removal is cool.
3.Strike (Wrathful Strike) – applies might at end. However, too much base damage, too little might-stacking.

Examples from the “leaked” unofficial notes:
4.Conjure Axe’s auto-attack – will add self-might.

All those examples are a “first step” for auto-attacks that fuel the remaining skills, or add utility. But in most of those cases, those attacks still revolve around damage first, and utility second. It should be reversed. Maybe the gs’s auto-attack should have weaker damage but stronger might. Maybe mind slash should have stronger vulnerability, but vapor blade definitely should. Maybe conjure axe’s auto-attack should see its damage nerfed and its possible might addition become even stronger. Although being a conjure with charges makes it a different case. Etc.

That’s pretty much what I wanted to say, I think.

(edited by DiogoSilva.7089)

Auto-attacks

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Good ideas. I think these are better than just nerfing autos across the board. Even so, there are a lot of factors that we need to be careful of.

A major part of how you build is risk/reward as well. If autoattacks are toned down across the board, will anyone build risky like five gauge did for MLG? Right now, glass cannon builds rely on pressure as much as burst.

If autoattacks are nerfed, I think we’ll really have no choice but to nerf healing across the board as well. We’ll probably have to nerf thieves, engineers, and even eles, because they don’t have to rely on autoattacks as much as other professions do. We’d need to nerf pet damage and spirit burning for rangers.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

That’s why instead of nerfing, I suggest changing them to fuel other attacks. For example, instead of having high base damage, they would have low base damage but a good build-up with boons/ conditions for other attacks to deal higher damage. The overall dps would probably remain the same or close, but the playstyles would rely more on the cooldown skills and less on the spammable attacks.

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Posted by: milo.6942

milo.6942

Always like your posts Diogo.
Your suggestions are good.
Boon and condi idea is good I think, but I dislike them in general for being a bit too… umm… without consequence I guess I want to say, and too common already. I was thinking of your suggestion and thought of an auto attack chain of 2 skills, where the last skill applies some condition to enemy, and then a couple other skills on the bar will provide bonus damage or effect if enemy is under that condition. Possibly would remove or “shatter” that condition on foe for the effect. But then I think in a group fight how easy it would be for a 2nd class to apply this condition and it might easily become overpowered (but the entire discussion is theoretical and vague so even my concerns are without merit for now).

Then another thought occurred to me, that regular weapon sets might occasionally feature weapon-specific “boons” or even possibly conditions. they could be inert and provide no benefit or other effects (i guess they should be called charge counters or something), and simply be used as “currency” for other skills on the bar (e.g. use auto attack to gain charge counters which another few skills may require or benefit from). I don’t think they should have any other functionality so not to intrude in condition and boon territory. also, these charges should be visible to enemies and yourself, so there is chance to counterplay or play mind games.

Here is simple example: auto attack causes you to gain a charge counter on completion of 3rd attack in chain, skill #2 will use 1 charge to provide some boon for 3 seconds (in addition to its regular effects), skill #3 will use 3 charges to provide a knockdown effect to the skill if the charges are available (in addition to its regular effects).

(edited by milo.6942)

Auto-attacks

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Posted by: DiogoSilva.7089

DiogoSilva.7089

For some professions, auto-attacks can be used as a source of initiative, adrenaline, etc.

The idea of applying boons and then self-shattering them with the other main bar skills is also pretty cool.

Another possibility, is that the sequence of an auto-attack could determine the following skill. For example, skill #2 could have different effects depending on first chain, where doing the full chain would lead to a stronger #2 attack, but self-interrupting the chain would lead to a more utility #2.

Auto-attacks

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Posted by: milo.6942

milo.6942

For some professions, auto-attacks can be used as a source of initiative, adrenaline, etc.

The idea of applying boons and then self-shattering them with the other main bar skills is also pretty cool.

Another possibility, is that the sequence of an auto-attack could determine the following skill. For example, skill #2 could have different effects depending on first chain, where doing the full chain would lead to a stronger #2 attack, but self-interrupting the chain would lead to a more utility #2.

That is also an interesting idea, there is really a wide array of things that are possible, even within the limited framework of current gameplay mechanics.

Auto-attacks

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Posted by: Laxuar.3504

Laxuar.3504

I agree with all that make this game less brainless and spammy. And you is a great idea

Auto-attacks

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Posted by: Flamfloz.6732

Flamfloz.6732

I like the ideas, but here are things to consider/thoughts for debate:

Range vs Melee
Keep in mind that, as a Melee class, it is generally harder to connect your auto attacks than it is as a ranged class. I think “strong-ish” auto attacks for melee classes are a way for them to keep other classes under pressure if they manage to connect all their hits (ranged class standing in front of melee should just die, not facetank you).
Anyway, I’m not sure melee classes would be really balanced with a reduction to auto attack damage or a need to “setup” a burst by adding boon after boon to use one powerful melee attack (more easily countered, as positioning is more critical).
It was my understanding that melee auto are generally slightly stronger than range auto for that (people should kite you, and you should connect 50% of your hits).

Cleaves
Melee autoattack has cleave (except for dagger). It is a powerful mechanic (in a way) but reducing AA damage would imbalance melee classes multiplicatively.

  • Applying personal boons vs applying opponent conds *
    It is generally better to apply personal boons than conds to opponents, for quicker target swapping without losing the benefit of the “stack” (On a side note and should this idea go everywhere, if anything, melee should always apply boons to themselves given how much more difficult it is to connect attacks).
  • Time to setup/predictability of burst*
    The time to setup your “burst” and the addition of stacks of might/vuln/etc. would make fights generally slower and make you more predictable (guy has full stack = run away or stealth).
  • OP-ness of cleansing *
    People who can cleanse boons and conds (necros good example) would be OP.

Suggestion of build:
If you want to try what this whole thing would feel like in a live situation, you should try the build below:
http://gw2skills.net/editor/?fQAQRBHbhG2IjWxelm2G/eCA6Rv16cMDkPm+Q5A-TsAg0EBpCyFkJIZQ2gGUsKYTwkAA
This is a Axe necro Power mid-range build that bases its damage on stacks of vuln + other conds to setup a burst with weak auto attack on Axe (amazingly weak given that this build has high power) and then you use Axe 2 (the “meat grinder” for high damage) to damage ennemy on a 6s CD for channelled burst (+20-25% dmg from vuln, using the signet of spite +12% from “Target the weak” trait and 3 stacks of might, +20% when ennemy below 50% health).
It feels rather frustrating and you will hit all the problems mentioned above (time to setup, predictability, difficulty to swap targets).

(edited by Flamfloz.6732)

Auto-attacks

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The issue about melee classes is interesting, and all the more complex when we take into consideration that in pve most of those problems don’t exist. Melee is “overpowered” in pve due to predictable AI and PBAoE boon-spreading.

I wonder, was there ever a single case where pvp versions of skills were stronger than the pve versions? It’s usually the opposite, but maybe in this case, something like that could be considered.

A simpler change could be to tone down the cleave effects, to only deal half the damage to non-target opponents.

Auto-attacks

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Posted by: Kira.2903

Kira.2903

When I read some of the ides another game comes to mind and that is the neverwinter and its cleric class.
Not sure there are other games with this mechanism but was the first one I ever played and something I found to be a unique ability.
The system works like this:
You damage the enemy to fill up 3 charges, much like adrenaline for warriors but with 3 times as much. Once you have filled up some charges you can activate then to give special effects to your already existing skills.
I would love it if auto attack worked the same way and that we get a system where we can add special effects to our weapon skills. Even more fun if the effects give some utility effects and not just some boring extra might or bleeding, like different kind of auras, teleport to target location, “borrow” 10% damage from target enemy(reduce there dmg and gain it temporary). I can go on with more examples but you get the general idea.

I dont think we will see something like this though but one can always wish

S P E L L B O U N D —~--Mesmer —~--Human lvl 80
S P E L L B O R N —~--Necro —~--Sylvari lvl 80
I Kira I —~--Ele —~--Sylvari lvl 80