Take a mechanics lesson from other games

Take a mechanics lesson from other games

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Posted by: Shockwave.1230

Shockwave.1230

Dear ANet,

Several mechanics in your game are wildly in consistent. While it may not feel wildly inconsistent to you, players will tell you otherwise, which I hope means something.

One mechanic with this inconsistency I’m referring to are teleport skills that aren’t true teleports (ie anything that isn’t portal or spectral walk).

The other mechanics I am talking about are passive and RNG mechanics. Something like transmute which you can’t account for mid fight when attempting to perform an immobilize or fear. Or something like necro fear procs, which you can’t keep track of after you open a fight.

When mechanics these activate mid fight and deny burst, or when ports fail randomly it’s 100% luck. And when you have high risk high reward builds that exist in team comps these luck moments will often result in the high risk builds dying.

I would like to compare this to super smash Bros simply because I’ve been playing it recently, but you can compare this to other games as well. In smash Bros you have characters that are riskier to play, often squishy characters in team fights.

However even though these characters are riskier in theory because they are squishier, players can manage the obvious weaknesses by capitalizing on the characters strengths and knowing the team matchups and abilities to lookout for.

There are no hidden passive, anything passive is obvious in the game. There is no RNG except minor variance on % damage dealt similar to what exists on weapons in Guild Wars 2 already, and the only true RNG that I can think of is Mr. Game and Watches side special, but that’s it.

Additionally teleports abilities’ behavior is extremely consistent in smash Bros, I’ve never had a port fail for me on any character.

It is just disappointing that high risk builds such as Dagger thief, Mesmer, or zerk anything don’t have reliable viability due to not only the reward of lower risk builds, but also mechanics of the game itself that make these high risk builds even riskier to run.

I would love to see the kind of consistency, simplicity, visibility, etc that smash Bros has in its mechanics focused on, because you do have the best combat of any RPG I have ever played MMO or not, and I believe you can do better.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

(edited by Shockwave.1230)

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Posted by: Godmoney.2048

Godmoney.2048

Weird, I have over 3500 on mesmer and I rarely see blink fail. In fact compared to old school WoW blink works way more often than it did on WoW’s mage.

Also the problem with blinks failing is because of a universal video game problem X/Y axis. Games don’t like elevation changes. This isn’t just a problem in Gw2. This is a problem in every game ever made.

Comparing a 2d game to a huge MMO with variable terrain is laughable. Gw2’s blinks are more reliable than any other mmo I’ve ever played and I’ve played most of them.

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Posted by: GhOst.4019

GhOst.4019

I would like to compare this to super smash Bros

Uhhhhh……Logical comparison failed.

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Posted by: YourFriendMarvin.4127

YourFriendMarvin.4127

I would like to compare this to super smash Bros simply because I’ve been playing it recently, but you can compare this to other games as well. In smash Bros you have characters that are riskier to play, often squishy characters in team fights.

The comparison to smash isn’t probably the best comparison, because Smash has a different dimensional terrain, and damage works differently. Teamfighting in Smash is a trainwreck, unless it’s 2v2’s. I could get what you mean by riskier characters, like playing a Donkey Kong vs a Fox (Talking about Melee). Coordinating a combo is fast paced and a lot harder in this game because it is more action based.

As for the 4v4 in the new Smash…

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Posted by: Shockwave.1230

Shockwave.1230

4v4 is nuts lol, I’m just talking about 2v2s.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: Cero.5132

Cero.5132

Guys, please stop bashing the comparrision. It may be a bit off, but overall op is right. The game needs way less rng and less “traits and AI doing the work for the player”-stuff.
High risk – high reward practically doesn´t exist in this game. There´s only Low risk – High reward or High risk – low reward. It´s a shame, really.

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Posted by: Mindtrick.5190

Mindtrick.5190

i compare gw2 to console games like cod, it has a lot of built in assist features like cod. Passives/Sigil Proc’s = Aim Assist “360noscopes” = bad

now watch a cod fan boy plays cs go
https://www.youtube.com/watch?v=-KKC9pa5G6g

now watch what gw2 should be
https://www.youtube.com/watch?v=HW-XS5W5AxA

Got Ninja?
https://www.twitch.tv/mindtrick714
<3 and Hugs no Hate I Just Point Out Fail.

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Posted by: Saiyan.1704

Saiyan.1704

I agree with OP in that improving game mechanics improves overall game quality. Example “luck” passives on guard is the sigil and trait that removes conditions every 10 seconds.
There is no way of knowing when this will ever happen at any time. These definitely needs some type of effect just like spirit bow.

Flashing Blade and Justice Intervention are NOT Teleports.
If you look up Shadow Step mechanic it states no obstacles can be in the way when shadow stepping in that area.

All “teleport” skills needs a revamp asap… it’s incredibly frustrating!

aka FalseLights
Rank: Top 250 since Season 2
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Posted by: Amstel Steel.2058

Amstel Steel.2058

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Posted by: Muchacho.2390

Muchacho.2390

Boon removel/corruption is also rather inconsistant. I thought i should add this if we talk of inconsisty, since it is rather annoying to lern it for each skill (not to mention those skills that seem to be random).

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Posted by: Atherakhia.4086

Atherakhia.4086

World of Warcraft – Warlock: Nightfall – Your corruption ticks have a chance to trigger Nightfall which makes your next Shadowbolt instant cast. When this triggered there was a very apparent graphical effect on your character which made it easy to predict.

Can just as easily do something here. When the Necromancer’s trait Reaper’s Protection comes off iCD a black shadowy ring appears around the Necromancer’s waist.

When Sigil of Air comes off cooldown, a blue ring appears around the tip of the weapon. Fire, red. Life steal, green. Etc etc etc.

These are very minor effects that honestly shouldn’t be that labor intensive for ANet to introduce and would fulfil the OP’s request quite simply.