Please nerf quickness
Quickness is essential to this game’s survival as an esport.
GW2 needs MORE cooldowns like quickness, not less.
Cooldowns that force a reaction or punish a mistake are CRUCIAL for a competitive video game. Players must have tools that they can use to punish sloppy or slow enemy players.
Reaction time, APM, and decision making under pressure are 3 skills that quickness rewards, and slow/bunker play does not. Those are the types of skills that you MUST reward if you want to create a successful esport.
I’m personally more in support of a game that rewards higher-minded play than simply APM and how fast you can lock your fingers up into arthritis.
Though I do believe the class diversity and the reason certain classes are better at automated/slow-play are build for that sort of environment. There can, and should, be room for both.
Quickness is essential to this game’s survival as an esport.
GW2 needs MORE cooldowns like quickness, not less.
Cooldowns that force a reaction or punish a mistake are CRUCIAL for a competitive video game. Players must have tools that they can use to punish sloppy or slow enemy players.
Reaction time, APM, and decision making under pressure are 3 skills that quickness rewards, and slow/bunker play does not. Those are the types of skills that you MUST reward if you want to create a successful esport.
You cannot balance for 3% of your playerbase when the mechanics ruin the game for the other 97% of players, this is fact. No successful game does this. The casuals can’t survive without the professionals, but the reverse is also true, the professionals can’t survive without the casuals.
Quickness is essential to this game’s survival as an esport.
GW2 needs MORE cooldowns like quickness, not less.
Cooldowns that force a reaction or punish a mistake are CRUCIAL for a competitive video game. Players must have tools that they can use to punish sloppy or slow enemy players.
Reaction time, APM, and decision making under pressure are 3 skills that quickness rewards, and slow/bunker play does not. Those are the types of skills that you MUST reward if you want to create a successful esport.
You cannot balance for 3% of your playerbase when the mechanics ruin the game for the other 97% of players, this is fact. No successful game does this. The casuals can’t survive without the professionals, but the reverse is also true, the professionals can’t survive without the casuals.
Starcraft?
Bloodline champions?
Dota?
Quickness is not the problem. The problem is the wrong classes / builds get quickness: the burst dps builds and classes.
A damage over time spec with that thing wouldn’t be dramatic because of the much cleansing going on. However, on a class with nasty burst dps the thing gets, sorry, idiotic. However, the worst design decision: AoE quickness. Yaaaaay!
It is surprising that most people seem not to be aware that there is a huge increase in tank specs (none guardians) like eles, necros and engineers. It is more or less nearly a hardcounter to the burst dps.
(edited by Asmodean.5820)
If they nerf it they should speed up the baseline warrior HB attack so that it does not affect warriors as much as other already too strong professions. Warriors cannot just rob you of 80% of your hps if you know what you’re doing, unlike a thief who opens up from stealth and 2-3 shotting you making it pointless to know what you’re doing or not. I’ve seen people who were very good and had fast reaction times, had great intense and long fights with them as warrior, but when our thief came they completely kitten them. So if something available to many professions gets nerfed, the already balanced professions like warriors need a buff elsewhere.
I think it’s a fine utility because it can be easy to counter and usually if a player makes one good defensive move, the enemies quickness is wasted and that’s one less Utility slot for nothing. However, it needs! to be fixed to not effect Finishes and Revives. Quickened finishes (even revives) are the lamest thing in Spvp, it’s not even a talented way to beat someone or a team by using it to stop their team mate. I’m a ranger and I use Zephyr and I’ve used this tactic. I know its cheesy and a brutal way to play to gain an edge in tournaments, but after getting sick of rangers doing it to me, I’m now doing it back.
That’s my issue with Quickening, if Arenanet wants PvP to be competitive team fights, get rid of the basically instant finishes/revives.
Sure nerf Quickness but nerf the Mesmer and Engineer’s sustain and stun breaks while you’re at it. Some things are more broken than quickness, and all I have to say to quickness is don’t fix something that ain’t broken.
Because quickness has incentive, stun breaking while sustaining over and over while your gadgets deal damage because your skill cap is low is more broken and anti-fun than anything.