Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Defining "Skill" in GW2/Balance Philosophy
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
This question has come up several times and I think it’s actually pretty simple to make a straightforward, working definition.
There are three main factors:
1. Rate of actions (does your build have a high apm?)
2. Rate of decisions (do you have to make quick decisions based on your situation or does the same approach usually work?)
3. Level of forgiveness (how many mistakes can you make before you die?)
There may be other factors, but I think these are the main ones. I’m glad that Anet designed some professions to have simpler mechanics than others, but huge complexity gaps create imbalance at casual levels.
playing a well put together build isn’t the part that requires skill. playing your well put together build better than your opponent is the skillful part.
I have no issue with ‘easy’ builds. I do have an issue with builds that are successful because of denying counter-play though.
there is a big difference.
I’ve stayed at this party entirely too long
First of all, I agree with pretty much everything you said in the first paragraph regarding skill.
But, if we’re just going to accept that GW2 won’t ever have any skillful gameplay except for team-coordination, it will never reach a state that is even remotely competitive.
While team-coordination is definitely one of the most important aspects of a competitive-game, there simply has to be individual skill.
Team coordination is very often in the details and even sometimes boils down to what is being said on VOIP. It is in other words not very spectator-friendly, especially not to beginners. Sure, there might be some team-coordination that is easy to spot, which could be comboing skills and or supporting/saving your allies (think MOBA).
The problem with GW2 is that neither this kind of team-play is required, and is almost impossible to do because of the way skills work. The last instance is that it’s simply way too easy to do, and here I am referring to the new immobilize-stacking. So basically the only form of skill that is required in GW2 is team-rotation and map-awareness, which a competitive scene cannot be built upon.
The problem with GW2 does not lie with a few classes being unbalanced, but with the more general meta and a few game ruining mechanics (like effect-clutter).
In the past there have been a lot of great threads with excellent suggestions for how to change the meta (and the game), but lately they have been buried by people wanting PvE-rewards and new gamemodes.
GW2 is NOT in a state where tweaking numbers is going to fix anything, a few unbalanced professions are the least of our problems.
Zaphiel Faires – DPS Guardian
I agree there is no 1 build that rules them all for any class the problem is the condition meta rules the power meta… there is not enough risk/reward balance between the 2… that does not mean the power builds in teams cant compete, but why choose a team composition (conditions) that allow you to make countless errors and still win vs a (power) team composition that almost has to be flawless to win.