Silentshoes (Thief), Wind of the Woods (condi ranger)
(edited by Silentshoes.1805)
The game needs to be fun for the most players possible. Even for those without twitch skill, or the ability to memorize all the other class attacks and cooldowns.
This forum has a very vocal minority who want the game to be about what THEY are naturally good at doing: twitch and complex combo rotations. Cooldown counting of multiple opponents.
In my opinion, it is great for the PvP side of the game when new players join and are able to win 1v1s and take points. They cannot be “spawn camped”.
That’s great for the game.
The new players come back and play some more.
Otherwise, new players give up and leave, and GW2 sPvp dies. And that is bad for the game.
(edited by Silentshoes.1805)
There is a difference between easy to play builds and easy to play builds which are the best in the game.
New players shouldn’t expect to instantly ‘be good’ when they start. They shouldn’t expect to win 1v1s. But luckily, they have builds like hambow warrior and spirit ranger to help them out.
Your thought process makes no sense. Popular sports and games have a clear skill curve where the high tier players are leagues better than the beginners. That skill curve in GW2 is currently very unclear.
Otherwise, new players give up and leave, and GW2 sPvp dies. And that is bad for the game.
How come it’s already dead then, if it’s so great?
Infantry is right.
There is nothing fundamentally wrong with passive skills and easy builds. They allow new and inexperienced players to focus their attention elsewhere and still perform relatively well.
That’s a big part of “easy to learn”. That’s why the 5 Singet Warrior build of the early days wasn’t necessarily bad design.
The problem is though when these passive and “easy to learn…” builds are also the most potent in the game. Relying on passives as a clutch is ok, but having them being the best in game is not.
After all the second part of that phrase is “…hard to master.”
Active abilities always need to have more potential than passives as they can be misused. You can’t use a passive incorrectly and it can’t be countered. There’s no decision process involved in using passive skills. There is for actives so they need the higher risk/reward.
Edit: I also beg the question if we really need passive skills and singets in a game with 10-15 skills to manage when most of us players are MMO veterans and used to managing twice or three times as many skills.
(edited by Dee Jay.2460)
No problem with “easy builds”. But those shouldn’t beat the most effective ones.
When I started with PvP. I didnt instantly look in the internet for some builds.
I tried to develop my own build….and I got pwned…and pwned…and pwned.
So I changed my build…and (you might guess it) got pwned.
So I changed it again.
“Easy” Builds might be a bad Idea, as they allow in a match of 2 (new) players with equal (low) skill level the one player who uses an “easy build” to win this match.
Builds will always affect the outcome of an combat, however they shouldn’t nullify a too large amount of “skill-difference” between the oponents.
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