This is a public letter mostly aimed for Arenanet developers. I wish both Anet and the players would comment. Please try to avoid flame wars, stick to constructive comments or just support some other person’s ideas.
I teach game design and programming at university. I am also fairly active in IGDA. I know a lot of people who play or played Guild Wars 2. Here is my summary why some of the stopped playing GW2 and went back to play other MMORPGs like WoW and SWTOR. Instead of just complaining I am actually proposing working solutions to each problem:
1. By far the most common complaint I have heard among my GW2 friends and students has been the “thief” problem. Most people do not like that enemy player, who is stealthed / invisible most of the time can kill them in just few blows. This is in fact a symptom of a larger problem, not just specific to one character class (see my solution below). People like fair fights, which last a reasonable amount of time: not too slow (many minutes to kill), not too fast (few seconds to kill). People like to see the enemy instead of fighting against invisible opponents. I know thieves can be countered, but it doesn’t make any sense to everybody in the game to prepare themselves and assign their stats and skills just to counter this problem. This is a not a kitten contest about whether you can beat thief using particular combination or not. Nor is the problem solved by giving advice like “learn to play better before complaining”. The fact is and remains: people are quitting Guild Wars 2, because of the “thief” problem.
Suggested solution: Thief traits and skills, which give invisibility should be reduced in duration and/or get a cooldown. They should be in line with Mesmer skills and traits. Mesmer is another character class, which commonly uses stealth. Let’s look at the Mesmer skills first: The prestige, Decoy, Veil and Mass Invisibility grant stealth. The last one of them is an elite skill. Their recharge times are: 30 s, 40 s, 90 s and 90 s. So Mesmer can remain stealthed less than 27% of total time, while spending big part of the skill bar to obtain those skills. Thief, on the other hand, hugely benefits from traits like hidden thief and meld into shadows, which add together 3 s to duration of stealth. Weapon skills like Cloak and Dagger don’t have any cool down, instead rely on a class-specific initiative mechanism. Initiative regenerates 1 point per 1.33 seconds. So even without using traits like quick pockets or quick recovery, kleptomaniac or hastened replenishment, you can trigger Cloak and Dagger every 8 seconds. Skills like Heartseeker have too low initiative count, making them spammable. Change the initiative count to 6 to put it more in line with warrior’s sword skill #2 (Savage leap), which does less damage than Heartseeker, yet has 8 s recharge.
Another big problem is the amount of damage per one hit. Skills like backstab can do over 7000 points of damage per hit against a medium armor opponent. That means that a 80 level character will die with just 3-4 hits. Combine this with skills like haste (quickness) and we have a huge problem. I am sure I am not the only person who is playing GW2 with less than optimal net connection. Sometimes the delay to get commands through (I am not talking about me being stunned or interrupted) is 1-2 seconds. If my dodge roll or skill activation activates 2 seconds later after I pressed the key, it won’t help anymore as my character is already dead or close to death.
Suggested solution: This would affect all character classes fairly and would not affect pve at all. Disable the use of foods and sharpening stones, potions etc. in WvWvW and pvp. Now top players can use both a superior sharpening stone and foods like plate of truffle steak/fire flank steak combined to provide a hefty bonus to power and precision or similar (for condition damage). This puts everybody to fight more on common ground. Victory based on skill, not who has the best buffs and equipment.
Put a cap to amount of damage per one hit and/or critical hit chance in pvp / WvWvW. E.g. limit the max damage per one hit/skill to about 1/5th total health of the character or around 3000-4000 points. Falling damage would be handled normally. Currently hidden killer gives 100% critical chance while under stealth, 50-60% sounds more reasonable.
The “thief” problem needs to be addressed fast. More and more people are going to quit GW2 and they will not wait until the February update.
Advice to Anet: Please do NOT fix this problem by introducing new complicated mechanisms or timers. Keep the system simple. Fix the cause, not band-aid it.
Thank you for listening! And sorry if my English wasn’t perfect. English is not my native language.
Deniara