for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Putting static concepts in a game that often focuses so much on the ease of mobility and disengagement seems unwise. IMO, too strict adhering of this vision contradicts the way the game is actually played.
You end up with stuff like engineer turrets— popular in pvp but nowhere else. Not sure if that’s balanced. In the end, I really feel that the different game modes work so differently that balance cannot just be applied to all 3.
(edited by ArchonWing.9480)
Well when I saw videos of the Guardian reveal before launch the concept was really cool. You had these huge glowy weapons that followed you and devastated your foes. You had this awesome attack with your sword that sent out a wave of death in front of you. You had an awesome looking shield that not only looked amazing but seemed to offer tons of playability.
No one said hey your spirit weapons will disappear after a few moments or be killed in 1 hit. No one said your sword 3 rooted you in spot and was easily dodgable. No one said your shield was perhaps the worst offhand in the game. Seems pretty misleading.
What I am currently playing doesn’t seem like the class I signed up for. Nor do the concept videos say ‘You can buff your friends with marginal spells so they can have fun.’
Nor do they say ‘You can move really slow so that people with the right spec can fight you can kill you at will, but you will never be able to do the same.’
(edited by Relentliss.2170)
It also doesn’t help with the large amount of hard counters in this game. To summarize it’s like rock, paper, and scissors. But paper can just leave the fight whenever it wants.
Well when I saw videos of the Guardian reveal before launch the concept was really cool. You had these huge glowy weapons that followed you and devastated your foes. You had this awesome attack with your sword that sent out a wave of death in front of you. You had an awesome looking shield that not only looked amazing but seemed to offer tons of playability.
No one said hey your spirit weapons will disappear after a few moments or be killed in 1 hit. No one said your sword 3 rooted you in spot and was easily dodgable. No one said your shield was perhaps the worst offhand in the game. Seems pretty misleading.
What I am currently playing doesn’t seem like the class I signed up for. Nor do the concept videos say ‘You can buff your friends with marginal spells so they can have fun.’
Nor do they say ‘You can move really slow so that people with the right spec can fight you can kill you at will, but you will never be able to do the same.’
That’s a very fair complaint … I don’t feel Anet does a good job being explicit about what players can expect when choosing a class. For me that’s the biggest problem because if I knew up front how the Guardian plays out based on what the devs think it should be, I probably wouldn’t have ’main’ed as a Guardian; issues about what the class doesn’t do become irrelevant. The other problem is that PVE doesn’t even prepare players for that, along with other things like dungeons, etc…
(edited by Obtena.7952)
PvE players aren’t prepared because the mobs never move. When a target is always next to you, you never have to worry about controlling conditions/mobility.
Putting static concepts in a game that often focuses so much on the ease of mobility and disengagement seems unwise. IMO, too strict adhering of this vision contradicts the way the game is actually played.
You end up with stuff like engineer turrets— popular in pvp but nowhere else. Not sure if that’s balanced. In the end, I really feel that the different game modes work so differently that balance cannot just be applied to all 3.
+1
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