My opinion of what GW2 need to change

My opinion of what GW2 need to change

in PvP

Posted by: Laxuar.3504

Laxuar.3504

I would like you to read this page with a look impartial and devoid of pride for your hard work. I write this only moved by the interest that I have for this game with great potential that now seems lost in mediocrity and ruled by chaos.

Translation provided by Google.

Now in this post I will list all the mechanics of PvP GvG that I think the brake from being a game based on skill and tactics than its predecessor. Begin by saying that currently from the standpoint of positioning in the map the game is quite tactical.

1. The rolled is one of my favorite mechanics of the game because it makes a lot of action. But since the beginning of this game mechanics, along with all the dodges due to skill, has reached ridiculous levels. According to me a rolled is a tool that must be used in order to avoid a specific attack dangerous and not something that is used in the case between an attack and the other. This is due to the fact that many build allow a perma vigor and many lead seals energy or skill that act as rolled. The consequence is a rolled every 2 or 3 seconds. Classes such as warrior or guardian pardon dps as they roll. At contario all the damage condition and the mesmer maintain that squilibria things much.
2. Summoned creatures. Although it is always been a fan of the summoned creatures, when talking about the pvp is another matter entirely. It is possible that the game is haunted by creatures who have an enormous capacity for survival making them difficult to destroy, blocking attacks that saturate the area attacks or bullets that make it difficult to pick up the target. In short, the summoned creatures in the middle of the battle devon disappear. Not to mention all the bugs and exploits this mechanism to be exploited by: mesmer norn, asura necromancers, ghosts that look like clones …
3. Abilities. First of all I would like to understand the logic that you have done with a skill set to stretch the one for the eventual combination of both traits. Ex necro the bracket has 4 skill sets of bracket section 1 without 1 for the stretch which reduces charging 1 for what makes them Unblockables and 1 for both. Do not tell me that is not true because I do not believe because every time you change a skill some of the traits that change regularly forget to fix one of these sets and promptly make an update to fix it, about the skill 5 Bracket necro the old animation if both sections are fitted. That said honestly that I do not care as long as I do not do 3 upgrades for the same skill because you forget to adjust all its versions, since it is only one thing that complicates your work. You should make more visible the animation of the skill and perhaps most dangerous of all in general, apart from inserting the solution that you read below in races, for example, you could retire outside the system of signet of gw1. The marks you could have put that at the beginning of the cast appeared on his head the symbol of the brand that was about to be launched, or when a warrior uses his burst might give him an aura like that of the seal of anger, creating a halo light blue very more evident when using a skill of care ….
4. The breeds. For my part everyone should play the race he wants, even if pvp is clear that there is a distinct difference between one race and another, and another, or between a height. The solution is simple and I am sure you can apply it. Put a filter that changes at the client level the aesthetics of the characters in a default. A little ‘as the filter that changes the color of the clothes or appearance for the first load that has WVW (the famous solution to culling), I’m sure you can do it since the fractal battelground. This would allow you to put the TP whole series of SizeMe: how to see all the asuras, Silvari, norn, humans, charr, asura with a small head and big body, ….
5. Rune and Seals. It is one of the passive mechanical that should be better controlled by limiting what they do. Especially certain professions runes allow you to do things they should not do (ex Lyssa on Thief). In my opinion they should disappear from all evocations runes, runes not expected to be active too heavy (air runes). Should will follow the line of the rune based on a boon or a condition in particular (rune of force which are bugged beginning of the game).
6. Lock the build that richiedan little playability. It is possible that in the average level of pvp so this is a build that sierie richiedan little or nothing to be played. As an engineer with bombs that turns rolling and giving back while you fill all conditions opponents, in gw1 you would catch 5 in a row at the most critical damage by a war that would have exploded. Do not let the cast of skill back ground target, implementing the forced rotation of pg when you want to launch a skill on an opponent behind him.

My opinion of what GW2 need to change

in PvP

Posted by: Laxuar.3504

Laxuar.3504

7. The maps should reward the less stay alive and be more focused on the objectives. You could change the mechanics of the sanctuary maintain this so that no bunker riescan yourself to keep minutes for the point in one on one fights with more force and numerical superiority to oust a bunker. Above all, you should never do Skyhammer where the maps as one with a totally build bunkers and no damage can easily kill saw an opportunity to push out.
8. Skill of care. I’d like to know what criteria you have chosen the cast time of all skills of care, because honestly I think the tower of the engineer has a ridiculous cast time for the exaggerated effect it does, while the cast time is very long dell’healing signet for very little care, you should take a look.
9. Mesmer. All conditions of damage control (weakness, crippling, blindness, freezing) should be duplicated when the mesmer illusions to the sufferer. This is because the mesmer is immune to the weakness seen that much of the damage comes from his illusions.