As Guild Wars 2 is reaching it’s 2 year mark (HOLY SMOKES, 2 years!) a lot of people are beginning to understand some weapons are useful than others, some weapon are more supporting or offer CC than others. The way weapons are designed now haven’t changed since beta, they have been balanced but other than the Ranger Longbow, completely unchanged.
This is not a topic based around how poisonous the current boon and condition mechanics are but rather the design focus of each weapon. What their intended purposes are and how they affect play style of yourself and your enemy.
With designing combat, you always start with a base and right now ArenaNet has a good idea of each weapons role; damage, support and control. Using skills to make up for weaknesses of the weapon, look at the Warrior Longbow, utilizing Pin Down to land slow moving attacks. Guardian Hammer is a controlling weapon with a leap to close distance. Each weapon have a weakness and skills to make up for the weakness.
This is done TOO well. A lot of weapons offer to much of one and not enough of the other, so what is why you have weapon swapping to fix that, right? What is the Longbow to the Warrior? Obviously, a melee snare with a powerful condition spike useful for both power and condition users. A large, practically unavoidable fire field that damage is low but can deal enough to negate regeneration.
What you have is a weapon that offers too to cover it’s weakness. So much so, it’s a melee weapon rather than a ranged weapon. What was suppose to be a snare to land Arcing Shot is just a buffer to get to your melee weapon, the slow ranged attacks can be fired at the Warriors feet no problem.
Is the answer to make a minimum range? Heck no, before I answer that, lets look at a bad weapon.
Warrior Rifle (sorry for picking on the Warrior, I love them, I really do <3 ) this is the power house long range weapon. It’s power is massive, scales so well too. Even with high defense won’t help you. A cripple and knockback to keep distance, Vulnerability to increase your damage and 2 very powerful and bursting ranged attacks.
By comparison, the Rifle for the Warrior should blow the Longbow out of the water. Yet, everywhere you run in PvP, Longbow. Every Warrior always carry a longbow. Both are ranged weapons, both have snares and yet one does vastly less damage than the other. The one that does less damage, is simple used more.
The answer is simple, the Longbow isn’t covering it’s weakness via skills, rather the positioning. Making for a VERY forgiving weapon.
To fix this, combat needs a better base design.
So what does this mean for combat design? It means weapon assignment isn’t good and is jumbled badly. You know your combat isn’t ideal when even the most glassy classes will take a condition, control or support weapon instead of the powerhouse available.
That doesn’t mean you can’t take those weapons, but it does mean you are going to run into combat problems.
What ArenaNet fails to do is assign weapons to their Holy Trinity. Trying to hard to make the weapons cover their weaknesses instead of giving them a focus. ArenaNet defined their combat Holy Trinity as control, support and offense. This is where the base of design suffers as the their current Holy Trinity will not work.
Support – Power – Utility – Conditions
This should be the base of how weapons are assigned, another way to look at it.
Defense – Damage – Alternative Defense – Alternative Damage
There are four ways to design each weapon in the game. With this as a base, Guild Wars 2 combat can start evolving, allowing more weapon types to more classes.