I’ve identified the potential problems with downstate the first day i started playing GW2, and sadly i was not wrong. And no, i don’t need to learn to play or to roll a FOTM class in order to play “properly”. It is an original idea with bad implementation, that’s all.
I must say that i’ve been playing hardcore pvp for over a decade and i do extensive testing with different classes before forming an opinion on a new game mechanic. So far i’ve played a generous amount of tournaments with Ranger, Guardian, Thief, Necro and Mesmer, all with different toolsets at their disposal while downed or stomping someone. I find that while Thieves, Mesmers and Guardians have it easy when stomping someone, i pity Rangers and Necros. As far as stomping Thieves and Mesmers, that’s no big deal, as long as you understand how their skills work, and you realize that you can still hit them while they’re invisible.
The main issue here, dismissed by fanboys and/or people that clearly have no idea about balancing stuff in PVP, is uneven fights. Yes, it sucks to have a stealthed thief stomping you before anyone can get you up, but it is my opinion that while that is easily fixed (by not allowing it, the same way necros on Lich form can’t stomp), it won’t be so easy to balance what happens when you’re playing 1v2.
I have managed to succeed in some 1v2 fights. Mostly due to luck or the inability of my oponnents, i’ll admit. I can however recognize that it greatly burdens who has numerical disadvantage, which in PVP is kind of silly. People with more numbers shouldn’t have an additional mechanic that further improves their chances to win.
Nothing is more frustrating than managing to outskill 2 ppl, only to be killed by rocks being thrown by someone that is supposed to be gravely wounded. And while i understand some classes have it easier (heck, with my guardian i just stand on top of them spamming and interrupting anyone that tries to res – which won’t really work if they have a clue about what they’re doing and pop aegis/stability), others lack such survivabilty and interrupt options. On my Ranger, for instance, i can only gain stability by using my elite, which is cast and on a 2m CD. Add that to the fact that i can still be rooted (by eles) and my target can get up (warrior, engineer) or stealth (mesmer and thief) and suddently to finish off someone that took me 20-30s to down, i’m forced to be at the mercy of his mate for another 10, or chose to ignore the downed player and focus on his companion, usually when i’m under 30% hp, many CDs spent and getting hit by rocks. It’s not fun, it’s not clever and it’s not even close to balanced.
This same mechanic has drove away 80% of my PVP team, which have played with me on a number of MMO and FPS. Not because they didn’t understand how to mitigate the effects of the downed state, but because they feel (as i do) that it ruins this game’s dynamic in SPVP. It’s just an opinion, i realize that, but one that is shared by most experienced gamers i know from this, and other games.
My suggestion would be to either remove it in tournaments (which i don’t think will happen) or revamp the entire downed state skill set. Here’s my 2c on the subject:
- Remove damage dealing abilities. Throwing rocks that do the same damage as arrows and swords makes no sense in my perspective.
- Increase the rate in which you bleed out while downed.
- Remove invisibility/porting/getting up while downed. If you are on the verge of death, you should barely have the strength to be alive, let alone behave like a demigod.
- Change (1) to an AoE unblockable interrupt with a high CD, so you can actually stop the first stomping attempt.
- Change (2) to a “Suicide” skill, in which you instantly die. You could also add an AE condition to this, but it’s somewhat arguable.
- Change (3) so that it heals you for 50% of your hp every 8-10s. This would allow you to eventually res up by yourself if all enemies are dead, or you are left alone. Not meant to heal you up while getting hit.
- Heal ability (4) should not actually heal, but just stop you from bleeding out. Think of it as a kind of “Hanging by a thread” or “Waiting for res” mode.
It is my opinion that all classes should have the same downed state abilities, and despite acknowledging that it might be difficult to implement in a technical level, this should be different for PVE and PVP. I for one don’t think the current downed state is that bad in WvW. It’s in SPVP that i find it most annoying.
What are your ideas for improving this mechanic?
P.S.: If possible, i’d like people that do think it’s all good as it is to be constructive about it. Your opinion is, of course, also valid.
Miragens – Mesmer (sPvP – WvW – PvE)
Sorr – Elementalist (sPvP) / A Besta – Guardian (sPvP)