Balancing downed state
Its funny really..If you admit that you aknowledge that removal of downed state would need a redesign of armor values,burst and damage numbers of skills..why dont you also ask about the introduction of healers?It makes sense since you need a very strong gameplay mechanic to prevent fights from ending too soon and more toughness ,and health isnt sustain so wont cut it !
Its all comes to the same thing..If you dont like the game dont play it
You dont have to transform it to something you enjoy,just move on :P
I know. Competitive players like myself will just remove GW2 when a different studio decides to take competitive PVP seriously.
I’m sure you’ll be a huge loss.
Skill: Skill is the learned expediency of player tools and abilities. Skill comes from ones knowledge and understanding.
There are times where no amount of skill could prevent player stomps or revival. This is due to over-powered and/or under-powered mechanics and abilities.
In my opinion, this is akittens (… at + its) core, the biggest problem with down-state and possibly the whole of GW2 PvP.
and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first
+1 Downed state needs a bit of rework
I know. Competitive players like myself will just remove GW2 when a different studio decides to take competitive PVP seriously.
I’m sure you’ll be a huge loss.
Exactly – PvP in this game is so popular and has so many people playing it that players leaving won’t be missed. Not one bit.
In fact, we should be encouraging as many to leave as possible.
- precludes skilled 1v2, 1v3 victories
in the case of a skilled 1v2 or more, downed states are not the things that kill you. you just have to be prepared when you down someone, you cant just prepare to down them, you have to prepare to also finish them.
there are 2 ways you can deal with a downed person, you can whittle them down while having enough control in the fight so their teammates cant revive, or you can finish them.
finishing is the fastest way, but you may need to use long cooldowns like stealth or invuln or blind to do it, and if their allies mass revive they can get up before your finisher finishes.
the second way is to whittle them down, while maintaining control of the fight and make sure they cant revive. you cna do this with aoe control effects like chaos storm and temporal curtain etc. it takes time though, and usually stability will still allow revival.
ofcourse, you already know these basics because youre skilled, as you said in the part i quoted (or maybe you were just talking in general, no offence).
at the end of this video, at 8:15 i have a 1vs2 in a free tourney.
at one point i decided to jsut damage the thief instead of finish, because i didnt have any cooldowns available to finish her, and as you cna see doing a bit more damage saved my life.
its pretty messy and not one fo ym best, but it shows what im talking about xD.
throughout the rest of the video i also put chaos storms and temporal curtains down to secure revivals and finishers in team fights!
cheers,
Alissah
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
I know. Competitive players like myself will just remove GW2 when a different studio decides to take competitive PVP seriously.
Good luck finding an MMO that has better competitive PvP.
Plenty of other genres of games lend themselves much better to PvP, go play DOTA2 or SC2 or CS, THOSE games are competitive and balanced.
Class based PvP is inherently wonky.
All this also applies to WvW
Since the Downed State is such an integral part of the games combat system, the players last ditch effort to contribute to the fight. Why is it that the downed states of all the professions are so utterly unbalanced?
We have professions that are guarenteed to avoid the first stomp (Mesmer, Thief, Ele) on one hand.
And professions that can only interupt 1 person, if that person doesnt have stability, if that person isnt in stealth, if you arent blinded, and if you have a direct LoS to that person (Warrior, Engineer) on the otherhand. And varying levels of effectiveness in between.And then we havent even touched on the damage difference and burst some professions are capable of pumping out, where as others seem to grab the nearest feather in an attempt to tickle a nearby foe.
I am all in favor of profession unique downed state abilities because its fun and all, but keep that stuff in PvE, where it doesnt really matter all that much. But where PvP action is going on, you cannot excuse such big performance disparities in what is a significant part of the games combat system.
Balance it, or standardize the downed state giving everyone the same abilities.
Dumb dumb dumb dumb dumb.
You people never look at all the facts. You’re either ignorant of them, or choose to not acknowledge them at all because they make your argument fall apart.
You have 2 classes that are guaranteed to avoid the first stomp – Mes and Ele.
You have 1 class that is nigh guaranteed to avoid the first stomp – Thief (You can use any teleport-to-target skill to counter a thieves teleport away, and in addition, terrain/camera can occasionally make escaping a stomp impossible)
You have 2 classes with AoE interrupt – Guard and Ranger
You have 3 classes with ST interrupt – Warrior, Engi, Necro
The 3 classes with guaranteed (or nigh guaranteed) stomp avoidance have absolutely no way to save anyone but themselves.
The 5 classes that have stomp avoidance abilities that can be blocked/blinded/etc can be used to save themselves AND OTHERS. You can interrupt a stomp on yourself. Or on a teammate. Or you can interrupt a res on an enemy.
The others do not have that option. In a team based game this is a big deal. Stop crying about it.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
- precludes skilled 1v2, 1v3 victories
in the case of a skilled 1v2 or more, downed states are not the things that kill you. you just have to be prepared when you down someone, you cant just prepare to down them, you have to prepare to also finish them.
You are right that using foresight is a composite of skill that could increase ones chances, but I think the point Mjharrison is trying to make is that the inception of down-state lowers the likelihood of soloing 1:2/3 odds.
But is this a bad thing?
No. But that doesn’t mean it’s a good thing either; it’s subjective to personal taste.
Generally players like to feel powerful and important. Down-state dampens this feeling due to the inept ability to counter situations it ensues.
e.g. 1v1. Player dexterity can’t facilitate a probable comeback after being downed.
This is a flaw in design on the premise that it isn’t the fault of the player.
p.s. Please don’t respond with something along the lines of “it was the fault of the player for getting downed in the first place”, because while somewhat true, it misses my point entirely.
and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first
Balance it, or standardize the downed state giving everyone the same abilities.
Question!
- Do you think balancing down-state will by merit balance its influence over combat? And why?
Hint: This assumes down-states authority over combat somehow creates imbalance/bias.
and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first