Counterplay

Counterplay

in PvP

Posted by: circuitnerd.5863

circuitnerd.5863

One thing I really miss in GW2 from GW1 is the ability to see the name and channel bar of what enemy skills they are using. It really provides more counterplay.

Why I’d like to see something like this make a return? Well take the ranger #4 longbow skill. Everyone knows it. Sure it’s effective but for the most part it’s just used blindly cause you don’t really know what the enemy is going to do next. Only on really obvious telegraphs is it really useful. If you could see an enemy is going to do a large skill then you could interrupt it.

To me, more counterplay is more fun than spamming a bunch of skills.

Anet, might you look into this consideration? Maybe once developed let us try it out for a weekend and see the feedback? Whether people hate it, like it, etc?

Certified Gameaholic

Counterplay

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Posted by: Zetsumei.4975

Zetsumei.4975

Personally I prefer telegraphs being in the form of character animations rather than cast bar names because it keeps it feeling like an actual fight rather than a game of whack-a-mole staring at your skill bar rather than watching the actual enemy character.

In fact this feeling of it being an actual fight is probably the main reason I like gw2’a combat.

Kurodaraku – Necromancer | Kuroshikon – Ranger
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia

Counterplay

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Posted by: BlackBeard.2873

BlackBeard.2873

This game has gradually moved towards less and less counterplay, where pvp is based on hard-mitigation (blocks, invulns, evades) that lack counters (or many of them), instant skills (or extremely low cast times), heavy boon-spam making everyone more tanky and damage-y, and passive procs. Long gone are the days of deliberate combat, where big effects had big tells, and you needed to put more thought in what you do. Instead, you can just spam everything, and almost nothing is worth interrupting b/c it all does the same damage (or is instant and can’t be).

Counterplay

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Posted by: kdaddy.5431

kdaddy.5431

This game has gradually moved towards less and less counterplay, where pvp is based on hard-mitigation (blocks, invulns, evades) that lack counters (or many of them), instant skills (or extremely low cast times), heavy boon-spam making everyone more tanky and damage-y, and passive procs. Long gone are the days of deliberate combat, where big effects had big tells, and you needed to put more thought in what you do. Instead, you can just spam everything, and almost nothing is worth interrupting b/c it all does the same damage (or is instant and can’t be).

Thats with just the HOT, before the HOT there were just small things people wanted more tells about. Hot turned it into this.