Constructive post on class mechanics

Constructive post on class mechanics

in PvP

Posted by: vangedas.7358

vangedas.7358

- Blocks:
Although I really like the intent of blocks, which is a denial of a specific enemy attack, in GW2 single attack blocks have a very low chance of success. Abilities: Aegis, Counter Blow, Riposte, Counterattack, Illusionary Counter. (Even the names here suggest countering)
1) There is too much AoE. In a crowded fight you’re gonna get hit by too many AoE attacks before you can block the one you want.
2) There are too many minions and summons. Mesmers (a trillion of clones and whatnot), necromancers (minions) and rangers (pet) shine here the best (spirit weapons, Thieves Guild, ele pets), however, anyone can have a popular rock dog. With so many minions and summons in the game, they will almost always disrupt your blocks.
Solutions?
– Make blocks last longer but as a cost to endurance or health.
– Make blocks lock on a target like a debuff or something.
– Replace with another abilities.

In general I guess blocks are good for PvE, especially Aegis, but which one gets the priority here?

- Quickness:
Quickness is a poor mechanic itself in my opinion – it basically makes builds unbalanced like Hundred Blades, Pistol Whip or Heartseeker. However, the ability itself among the classes is unbalanced too.
Solutions?
– Remove quickness but improve abilities which become weaker without it.
– Make quickness downside the same for all classes – 50% more damage taken.

-Down state:
A lot to talk here and we all must have experienced how annoying sometimes it can get. Basically:
1) Down state damage is too high. Mesmers and thieves can kill groups of players which is absurd considering they were already ‘killed’.
2) Down state is very unbalanced when it comes to 1v1 and 1v2 situations. Example: you can kill a ranger yet stay alive with very low hp. Ranger kills you in down state and then he out-heals you resulting in you losing the 1v1 even though you killed him first. Should this be the case?
3) When downed enemies can keep you alive for as long as they want. While it can be strong strategically it is extremely annoying to play against.
Solutions?
– Make all down states the same. Either design a new one or choose already existing one preferably guardian’s. Also remove 50% damage trait.
– Also could leave only 1 ability in down state. It should be a crowd-control one to prevent people from executing.
– Implement a timer for down state. For example, after 10 seconds you die.

Removal of downstate would never happen so not even bothering.

-Teleports:
Teleports are crazy good in this game. Not only they are very good for roaming but they can work as escape and positioning tool. Now considering all of the teleports have less then 1 minute cooldown they can be basically abused in fights making focusing and tracking enemy targets very hard.
1) Phase Retreat is my best example here. In my opinion, it is an absurdly overpowered ability. What can it do for a 10 second cooldown? Break crowd-control, apply leap finisher, teleport from danger possibly onto structures (check Helseth stream). Basically it wins fights.
2) Thief is the master of teleports and how superior it becomes to other roamers we can most clearly see on Kyhlo. Reach own trebuchet – 1 second after the game starts. Reach clocktower’s capture point by teleporting through the wall also quicker than anything in the game. Not to mention clocktower’s ledges which allow thief to roam across the map extremely fast.
3) Teleports are not affected by anything, whereas other mobility skills such as Swoop or Rush are almost denied by cripples and chills.
Solutions?
– Remove an ability to teleport on structures or at least limit it. To instantly reposition in a fight is already very strong, not to mention stun break on teleports.
– Another way to go would be adding a some sort of debuff after teleporting like endurance drain.
– Make other mobility skills more appealing.

- Heals:
Heals are quite imbalanced among the classes, I have no idea whether some classes are supposed to have better heals than others. I am just going to compare several heals:
1) Warrior’s Mending: 25 sec cooldown – 5560 heal and removes two conditions.
Necromancer’s Consume Conditions: 25 sec cooldown – 5240 heal and removes ALL conditions and heals additionally 724 for each condition removed. So with at least two conditions it would heal for 6688 while having the same cooldown..
Solutions?
– Just increase the healing on weaker heals. Math is not that hard, is it?

Thanks for reading and share your thoughts!

Constructive post on class mechanics

in PvP

Posted by: vangedas.7358

vangedas.7358

Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.

Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.

Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.

Yay, call out your own opinion and then call my points nonsense. Not even discussing here.

Constructive post on class mechanics

in PvP

Posted by: Julius.1094

Julius.1094

Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.

Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.

Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.

Yay, call out your own opinion and then call my points nonsense. Not even discussing here.

I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.

Vidallis – 50 Shades of Pink – Engi/Warrior

Constructive post on class mechanics

in PvP

Posted by: vangedas.7358

vangedas.7358

Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.

Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.

Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.

Yay, call out your own opinion and then call my points nonsense. Not even discussing here.

I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.

You are kidding me right? Who are you to say that these are not the issues? What I have written are all balance issues and it is very relevant to the game. Every fact that you have stated is an opinion based argument as in ‘heals are not supposed to be balanced’. You expect me to discuss upon that? ‘Downed state is fine and is a cool mechanic’ is also not an argument, yet it only furthermore discourages me having this little chatter.

(edited by vangedas.7358)

Constructive post on class mechanics

in PvP

Posted by: Julius.1094

Julius.1094

Block mechanic is fine as is, if it gets eaten by an AOE then you shouldn’t have stood in it, it still blocked damage. And there are shield blocks that last longer. Your solutions don’t make sense. Teleport mechanic is fine as is, thief does have a lot of teleports but their mobility is balanced out by their weaknesses, what they need is teleport on another weapon so they don’t always have to bring bow.

Downed state is fine, it’s a cool mechanic and the damage is not too high. A downed target isn’t a dead target, it’s a downed target, your reference point to them already being “killed” doesn’t make any sense. People have two health bars in this game, simple as that. Quickness mechanic is fine, it’s strong but on a long cd overall and has debuffs with it. It’s a high risk high rewards type of skill, makes warriors super glassy and thieves can’t dodge and it’s fine, the only broken thing is ranger getting it off pet swap on such a low cd on top of their quickness ability, but they’re removing that trait I believe.

Heals are supposed to be imbalanced between classes. Some heals are underpowered/overpowered in the game right now but the comparison is in between other heals for the class and the classes’ general strengths. You can’t say “warrior heal heals less than necro!” and call that imbalanced. They’re different classes.

Yay, call out your own opinion and then call my points nonsense. Not even discussing here.

I removed it because I decided after I was too harsh on calling out your non-issues on a game that has plenty of issues, and suggesting nonsense “fixes”. But then you decide to repost? Lol, ok. I did discuss it, I said I thought it was nonsense and then I said why, that’s discussing. That you didn’t like what I said does not make it “not even discussing”.

You are kidding me right? Who are you to say that these are not the issues? What I have written are all balance issues and it is very relevant to the game. Every fact that you have stated is an opinion based argument as in ‘heals are not supposed to be balanced’. You expect me to discuss upon that? ‘Balance state is fine and is a cool mechanic’ is also not an argument, yet it only furthermore discourages me having this little chatter.

Who are you to say they are an issue? Who decided that what you wrote is relevant other than yourself? Some of the things I posted are opinions, as was most of what you posted, by the way. But some were simple facts about game design, such as that no heals are not supposed to be equal between classes, classes are each meant to have different strengths. Saying I think downed state is fine and is a cool mechanic is no more of an opinion than you saying it’s broken and needs to be redesigned from scratch. Except that your suggestions are never going to happen. There is a bit too much immaturity here for my patience so I’ll leave it at this. Do proceed to rage by yourself all you want.

Vidallis – 50 Shades of Pink – Engi/Warrior

Constructive post on class mechanics

in PvP

Posted by: vangedas.7358

vangedas.7358

Bump for more thoughts on this.