Guild Wars 2 is a game that prides itself in trying to be “different.” This has led to quite a few innovations, but it also a few things done halfway. Nothing embodies halfway more than the game’s combat system. The system is half-styled in the form of action game where control of one’s character is often held to a superlative degree, and half-inspired by MMO conventions where order of skill execution and setup abilities are most important. This in itself is not the reason for the game’s often inelegant combat system. It’s the fact that many MMO conventions the game adopts have not been adapted to be suitable for the pace of an action system, and this has led to a slew of problems. Get ready for a long read, sPvPers, as I present to you a select few problems and possible solutions to them
Problem 1 (out of several billion, and I’m only half joking): Stuns, Dazes and Immobilize rob the victim of too much control
This is also true for cripples and chills to a lesser extent.
Spontaneously taking away a player’s control may be common in MMO’s, but that kitten don’t fly in action-oriented games. This is because, unlike in MMOs, player’s have much control and a distinctly more immersive perspective in combat; they have a much greater degree of control and choice. Going from that to helpless is the big and disorienting change. Hell even conventional MMO player don’t like it happening to them.
In GW2 cc is commonplace and accepted as part of the meta, and part of that is because cleanses and stunbreakers are abundant. I however say that their availability coupled with the widespread availability of cc has made the problem worse than it should be. Because stuns, dazes immobilize are so powerful and readily available most non-GC professions will be pressured into picking utilities and skills that deal with them. This decreases build variety and boils down combat to a game of cc, anti-cc burst and bunkerfest. Even the idea itself is silly because it functions as a check rather than a choice. “Players must carry X ability in order to not lose control of their character and be helpless.”
So how can ANet fix this?
In any competitive multiplayer games, the best abilities are often designed from the perspective of the player the ability is used. What kinds of options does X ability have on the victim after it lands? How does it make the fight more interesting for them? If the answer falls somewhere along the lings “resort to one particular option or take a lot of damage” then something is wrong with the ability. And something is definitely wrong with this game’s usage of Stun/Daze/Immobilize.
My suggestion is to make the conditions themselves offer an interesting choice of options for the ones they’e used on. For stuns allow the player to move around and use skills normally, but make it so that they are completely stopped for a set amount of time after one skill usage. This allow the player an option to run away, set up defense or risk a high damage type of skill. Dazes on the other hand should stop cooldown timers, and not simply prevent usage of all skills. This will allow the inflicter of the daze to exploit openings in offense which can be exploited, but doesn’t make the victim helpless. I haven’t thought of an alternative for immobilize but I’m sure you guys get the idea.
To compensate for this change, there will of course need to be a reduced amount of stunbreakers and cleanses, and some tweaks to certain professions, increased duration to CC, etc.
Problem 2: Animations! Animations! Animations! Animations!
Animations! Distinct animations! Skills, especially powerful ones, need distinct animations. In action oriented games, the screen is the only thing that gives the player cues on what to do. When you have abilities that look almost the same, are too fast or small, or ones that blend into the environment it becomes needlessly confusing to the player. Players have complained time and time again at how combat is one big cluster-kitten in PvP, and that’s because of how sloppy the animations have been handled. A prime example is the thief’s Cloak and Dagger. Sure it has a long channel and is dodge-able, but how is the player (especially new ones) supposed to know to dodge it when the animation for it is so discrete that it’s obscured just because the camera angle is a bit off? If it’s such an important set-up move why does it look like an auto-attack but slower? How is the player supposed to process that this is a setup to a potentially dangerous move in a team fight where there’s so much going on? They simply can’t.
(edited by TwoBit.5903)