The drawing board?

The drawing board?

in PvP

Posted by: ryston.7640

ryston.7640

After the dev team finishes the basic pvp infastructure they should have had at launch but were actually several months, perhaps even a year away from being able to put in…

can they just start over on designing GW2 PvP? Because I don’t think any number of balance fixes and tweeks are going to make this fun. They can call it a new game type if they want and keep this kitten loving old one too…

idk something like…

1) Auto attacks stack a mile condition, say a 1% cripple, or a vulnerability. These are easy to hit the target with and slowly buildup to put them into a vulnerable position.
2) Some attacks do moderate damage or control, and have like a .75 second wind up or animation time, or a slow travel time. Possibly aimed with one of those ground arrows so there’s some skill involved when ranged.
3) Some attacks do even more damage and have like a 1.5 second wind up.
4) Some are defensive and are either instant or .6 second casts… so that they can respond to the two attack types appropriately. So a player can be given multiple evasions but not be immune to getting hit by some of the harder attacks, because some of those actually have cast times and stuff.

You could like, remove switfness, and lower base movement speed so the game was a little more ‘think fast chess like’ and less ‘wtf is happening in that team fight full of particle effects?’

You could make the maps so that just holding at the 1/2 way point weakens your fighting potential somehow, by making a relic that spawns there get run back to base for points, or something. This gives greater rebound potential.

You could use a different concept for thief, like…

The Thief class has average mobility, higher than moderate damage and significant dissable as well as a stealth mechanic. This allows the thief to threaten an area, forcing the enemy team to withdraw aggressive positions or retreat out of fear for where the thief might be when it stealths. This description avoids the Thief from stopping other classes from being good at what they are supposed to do, while still giving it a unique and distinct role centered around it’s class mechanic, stealth. By the way, about steal… it’s a gap closer.

Lets talk about gap closers. They don’t encourage tactical game play, they increase the threat area and escape potential of everyone enormously and allow you to not pay attention to your surroundings and play sloppy. They’re a bad concept. I know anime shows make teleporting swordsman and ninja’s look cool, but it doesn’t make for fun gameplay. So stop putting them into games when they dont’ belong there.

I’m not saying teleport shouldn’t exist, I’m sayign it should be rare and it should be appreciated for the amazing power that it is. Being able to move like that is huge, and it seems like developers just give it to you as if giving it to everyone makes it balanced… that’s … bad. undo that.

the necromancer could have like, a unique concept too. It could be given the ability to micro it’s minions position, so it could use minions to body block and absorb attacks and stuff. The minions could have one of those weak condition stacking auto attacks so they represented potential threat and then you could give the necromancer it’s self a bunch of cumbersome heavy hitting moves but very few agile and versitile ones. This makes the Necromancer a class that can be defeated by a patient foe but who will lose to anyone who acts recklessly. In a team fight he becomes relevant again because other people dissable / distract targets that are about to get clobered, or because of his micro.

You could give the guardian more dissables. Like theirs could be that 1% cripple. It’s used to punish enemy melee for acting aggressively and prevent them from making the tactical retreat they will need to. See this is a class you could put a small teleport on and have it be okay, in fact short sword + shield is just about perfect, if you change the auto attack to a 1% cripple stacker instead of a damage output.

Basically the theme I’m getting at here… is that nobody should use their auto attack as a mainstay of damage. It should always be there to comrpomise the opponent and slowly force them to burn a condition removal or something. You want all of the hits that matter to be telegraphed and dodgeable. This creates a sense of suspense as you’re watching and playing the game, and prevents information overload.

The drawing board?

in PvP

Posted by: ryston.7640

ryston.7640

Also traits. They gotta go. They dont’ add depth or build variety, they take it away. You could design weapons that are well balanced with a classes roles, but you mess it up with traits that were developed for PvE and PvP as an afterthought.

Someday maybe you can tie weaponst o trait lines and define them as defensive or offensive weapons because of that… but ultimately I think we should just not use them in PvP.