Offense vs. punishment, risk vs. reward

Offense vs. punishment, risk vs. reward

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It would help if classes had something to manage besides just cooldowns as well. Thieves have initiative and mesmers have clones, but the way they’re implemented right now and how fast both resources regenerate they might as well just not be there at all and only promote spamming. Even ranger pets are pointless to kill as they’ll just keep swapping through them. Classes need something to pace them and build up to the damage output we have right now, resources that require actual thought to use correctly and add a sense of risk to fights if they’re used incorrectly.

I don’t think it’s fair to say “nice game, but you really shouldn’t have tried innovative ideas.” There are plenty of resource management-based MMOs (with trinities and stuff!). They’re okay but I’m glad GW2 is not like them.

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Posted by: Knote.2904

Knote.2904

I’ll say it again, they don’t need to make attacks require endurance.

You can have attacks that sacrifice defense to use, look like Engineer’s Flamethrower auto, you have to commit to a target to use it, no kiting, no dodging. Of course, the dmg is pathetic and doens’t match the risk, but you get the idea.

Having longer channels/cast times on big, well telegraphed, and hard hitting attacks can have plenty of risk.

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Posted by: Rainweaver.7302

Rainweaver.7302

Let’s re-iterate and revise my original proposal:
- Energy bar, 4 segments.
- Powerful attacks use 1 segment. (autoattacks and other weak attacks are free.)
- Dodges and defensive skills use 1 segment.
- Powerful attacks have a windup and can be defended against on reaction.
- Powerful attacks root you in place, leaving you vulnerable to other powerful attacks.
- Attacks can be “canceled” only by dodging or performing a defensive skill.
- Canceling an attack costs an additional energy segment.

Hah, that totally feels like SF4 EX/FADC mechanic…not that I have anything against it, since it promotes insightful and technical gameplay.

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Posted by: Rieselle.5079

Rieselle.5079

I’ll say it again, they don’t need to make attacks require endurance.

You can have attacks that sacrifice defense to use, look like Engineer’s Flamethrower auto, you have to commit to a target to use it, no kiting, no dodging. Of course, the dmg is pathetic and doens’t match the risk, but you get the idea.

Having longer channels/cast times on big, well telegraphed, and hard hitting attacks can have plenty of risk.

The problem with that is that you can just move out of the way of any attack with a long startup time, and in gw2 at the moment there’s no concept of a recovery time since you can just move to cancel most attacks.

Ele churning earth is a good example – long startup, good damage, can cancel at any time.
There’s no evidence of the gameplay you’re suggesting with this skill. It’s impossible to land without lightning flash. If anything, skills like this are less about risk/reward and more about team play – slow skills that require someone else to lock down your target.

Sure, my suggestion of using energy to fuel attacks isn’t the only way to go, but i don’t think the risk/reward gameplay i want can be achieved just by tweaking startup times and damage in the current system. There needs to be some new mechanic (even if it’s just an uncancelable recovery time after some attacks)

I’d be interested to hear how you imagine the gameplay would look like if your changes were implemented. Can you run through a scenario like i did, and show how longer cast times can provide risk/reward?

(edited by Rieselle.5079)

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Posted by: Knote.2904

Knote.2904

I’ll say it again, they don’t need to make attacks require endurance.

You can have attacks that sacrifice defense to use, look like Engineer’s Flamethrower auto, you have to commit to a target to use it, no kiting, no dodging. Of course, the dmg is pathetic and doens’t match the risk, but you get the idea.

Having longer channels/cast times on big, well telegraphed, and hard hitting attacks can have plenty of risk.

The problem with that is that you can just move out of the way of any attack with a long startup time, and in gw2 at the moment there’s no concept of a recovery time since you can just move to cancel most attacks.

Ele churning earth is a good example – long startup, good damage, can cancel at any time.
There’s no evidence of the gameplay you’re suggesting with this skill. It’s impossible to land without lightning flash. If anything, skills like this are less about risk/reward and more about team play – slow skills that require someone else to lock down your target.

Sure, my suggestion of using energy to fuel attacks isn’t the only way to go, but i don’t think the risk/reward gameplay i want can be achieved just by tweaking startup times and damage in the current system. There needs to be some new mechanic (even if it’s just an uncancelable recovery time after some attacks)

I’d be interested to hear how you imagine the gameplay would look like if your changes were implemented. Can you run through a scenario like i did, and show how longer cast times can provide risk/reward?

Well Churning Earth is probably more of the most exaggerated example out there, since it’s probably the hardest ability to land on any player in the game. I’m not saying everything should be that extreme, it would just need strike a balance.

Taking that example though, in a game that’s a little more slowed down, as in, less dodge spam, and less overall passive dmg spam, something like Churning Earth (considering the dmg output could have the channel condensed slightly) combined with an immobilize or CC would then start a chain of counters.

Immobilized, pop cooldown to break immobilize (or stun) and spend a dodge. Or sit there and pop Aegis or an invuln, or blind them. Or interupt them, maybe the Ele pops invuln/shield to prevent those, then you’d have to just use something defensive, or ultimately eat the dmg and fall behind.

That sort of gameplay is already there for Churning Earth (though it could be helped too), but that sort of counterplay should be there more often.

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Posted by: Rieselle.5079

Rieselle.5079

That sort of gameplay is already there for Churning Earth (though it could be helped too), but that sort of counterplay should be there more often.

Sorry, I can’t really imagine what you’re trying to outline. Can you do a Player A, Player B, Player A, sort of thing?

You also didn’t really talk about risk and punishment.