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)