Thank you, Deimos. I appreciate the answer.
The only parts that I consider ‘core’ and would think of replicating is the fluidity of skill movements, evade/block system and the general camera, movement and targeting systems. ie. few skills that outright prevent a player from moving. Though I would definitely adjust the risk of skill use. Mainly many classes would use a resource + cooldown and some higher impact abilities will slow movement during the channel.
Honestly outside of those basic controls there is a LOT of room for improvement.
Ps. Already have 3 working weapon sets coded and the rough control scheme within a month. It isn’t hard to make aside from the graphics and animations.
Slowed movement during skill usage is something I would have very much liked to see as well. It almost seems to be a necessity when allowing movement during casting, in order to put more focus on positioning and awareness.
You can’t change the risk of skill use without drastically altering the game. Skills already have risk. Burn your heal at a bad time your kittened, burn a dodge when you didn’t need to your kittened, burn a block or an evade at a bad time. Use your burst when your opponent goes invuln or blocks or reflects your kittened. I can probably go on and on like this….. so I’m gonna go ahead and say there is risk. And at no point in time should someone who can’t even make it out of the percentages be commenting on the balance of pvp….. if those people are wondering why I would say such a thing….. well its like this a youth football player gets to play the game but it’s pretty obvious it’s not even the same game as pro, college, or even high school.
Well, no. That’s the whole point. Understand that I’m not making suggestions to change the game – I’m trying to understand why so many people seem to enjoy a system that I personally find very flawed. This is not a balance discussion.
What you bring up is the concept of recharge management. Yes, it imposes some risk. But this kind of leads into another issue. You can always distinguish between overall “general skills” such as communication, understanding of gameplay mechanics, node rotations etc. – basic skills that are largely independent of the class you’re playing – and “individual skills” required to play a specific class. It is often said that GW2 has a low skill ceiling and this primarily refers to that of individual classes. The risk associated with recharge management, due to the straightforward nature of skills and their similarity across professions, is largely a “general” phenomenon.
General skills aside, do you find that you have good opportunity to keep improving on playing a specific profession?