I can appreciate the immersion of a close-up, near-death struggle.
But I think it can be done better, and certainly in pvp.
With invisible finishers and quickness finishers, is the camera really a desirable source of challenge? I’m frequently annoyed by the lack of visibility and inability to select targets which I am aware of, but cannot keep up with given the downed state camera.
What motivated me to post this comment, specifically, was fighting a downed mesmer as a downed necromancer underwater. There, the extremely close camera is even more difficult to overcome given the third dimension of movement.
Because the mesmer was able to relocate, I had a significant disadvantage. We were in close proximity, so his movement was to potentially any angle. I was obviously stationary and he suffered no similar disadvantage. Unless my losing a few seconds spinning my camera to all possible angles is an intended balance function, the downed state camera is influencing outcomes in an imbalancing way.
I appreciate the immersion the current mechanic provides, but I do not enjoy fighting against a UI mechanic. While a close-proximity downed-vs-downed fight with a mesmer underwater isn’t particularly common, to a lesser degree similar annoyances occur fairly often. I enjoy fighting players very much. I do not enjoy fighting the camera and interface.
I think it could be done better. Even just a little less zoom out would widen the camera angle enough to greatly reduce what I describe here without ruining the immersive qualities of the adjustment. While not extremely common or game-breaking, I find it certainly detracts more from the game than any minor adjustments to lessen its detrimental effects would.