In all honesty, I feel this game lacks player skill.
Everything is way too simplified in this game.
It’s great if something is easy to get into, but that’s where it stays at.
I enjoy competitive games with excitement and intensity of players proving who’s best.
But this game lacks pretty much everything that enhances this experience.
It saddens me to see that the same company that created one of the best competitive concepts (GW1 GvG/HA) and turn it into… this (sPvP/tPvP).
But I am not here to complain, somehow I feel this game has potential.
Though there are a lot of things that stop this game from fully utilizing it.
Here’s a list of things I feel this game needs improvement on and why.
Leaps – Teleports – Shadowsteps
Problem
- That the game has these mechanics is not THAT bad. The problem is that they happen too often and do not promote skillful positioning. You can easily charge/teleport into or away from your target with the press of a button. Thieves can even do this on a pretty spammable rate and hop into or flee combat with ease.
- Pretty much every melee weapon has a leap with an extremely low cooldown (Warrior Greatsword even has 2 gap-closers!). This does not promote skillful positioning and disables this one role this game currently lacks – skirmisher (looking at Ranger).
Thoughts
- There are actually 3 types of snares (Cripple, Chilled and Immobilized) as opposed to 1 speedboost (Swiftness). Seems there are plenty of viable options to close and/or create gaps.
Lack of overview
Problem
- Often people can’t tell what is going. Sure, the best way is to tell what’s coming based on animations, I can tell most of them. The main problem is that in group fights it’s close to impossible to tell what is going on. There are so many flashy effects and fields happening, it’s hard to tell what is going on. Even in GW1 you can easily tell what is going on in 8v8 battles.
- Asura, they are too small and you just can barely tell what they are going to do. In a competitive format, this is a HUGE problem.
Thoughts
- Toning down the effects of multiple skills would help a lot and provide a better overview for players in group battles. However, this does not help the Asura problem much.
- Skill-cast bars. It’s simple, it helps to provide an overview and players can skillfully land interrupts. I only see win-win on this.
Stealth
Problem
- Most, if not all, melee weapons can strike targets who are in Stealth. Heck, you even see the auto-attack chain going on. However, most ranged weaponry can not strike a target in Stealth and those players can only await their death against someone who manages Stealth and Blind properly. Not being able to auto-attack targets is pretty huge in this game.
- Thieves can manage Stealth for an extremely long duration, giving them easily the time to stay in or get out of combat without getting hit by ranged weaponry.
Thoughts
- I feel Mesmers are in a good state when it comes to Stealth. They only pop it from time-to-time to lose target for a short duration without losing track for an extremely long duration.
- Thieves work a lot more with Stealth. However, if Thieves would have Stealth that lasts on shorter durations, that would give ranged weaponry more of an opportunity to keep going in a fight more often. Players would also not lose track as easily and Thieves won’t just ’’vanish’’ and reset fights without telling.
Multi-target attacks and AoE
Problem
- This game has WAY too many skills/attacks that hit more than 1 target. Basically as a Warrior or Guardian you can run in and put pressure on as many opponents as possible while they absorb all the damage that is incoming. Other classes can simply drop a ton of AoE on a location and pressure a lot of opponents. This is even easier to do in a game that focuses on capture points, where players need to stand their ground in a small area.
- Ranged weaponry has to put points into a trait line to hit more than 1 target as opposed to melee weaponry. This is mostly unfair and makes melee weaponry far more superior.
- The large amount of mulit-target skills give fights generally a short and dull feeling.
Thoughts
- Wouldn’t you agree that longer and sustainable fights that require player skill and communication are far more interesting? I sure do!
- Having skills that require a single target would give the player the power to choose who to put pressure on, who to snare and who to help. That would improve individual skill way more than simply casting this single skill and affecting everyone in an area.