Heya guys, tetro here.
I guess everyone here noticed that anet tries to make interrupts more viable in this game. While I still think they aren’t, it’s a huge topic nevertheless that we should talk about and maybe give the developers some useful feedback and suggestions to get this in the right direction.
So let’s start with a list of our potential interrupts in this game:
- Diversion (F3) – Daze
- Illusionary Wave (GS 5) – Knockdown
- Chaos Storm (Staff 5) – Daze
- Counter Blade (Sword 4) – Daze
- Into the Void (Focus 4) – Knockdown
- Magic Bullet (Pistol 5) – Stun/Daze
Utilities:
- Mantra of Distraction – Daze
- Signet of Domination – Stun
Traits that directly affect the Interrupt mechanic:
Domination:
- Minor Adept: Inflict 3 stacks of vulnerability on interrupt
- Halting Strike: Direct damage on interrupt
- Minor Master: Dazing enemy applies 5 stacks of vulnerability
Chaos:
- Bountiful Interruption: Gain might + X on interrupt
- Chaotic Interruption: Immobilize and apply blind/cripple/chill on interrupt
Illusions:
- Illusionary Persona: Turn yourself into an interrupt (F3)
- Imbued Diversion: Diversion hits up to 5 targets in a large area. (Anybody knows the radius on this?)
If I forgot anything, please let me know.
So here are (in my opinion) the biggest flaws that make interrupts horrbile in this game:
Cast times.
It’s simply horrible to interrupt skills that have such a low cast time. Most of the time when you notice the animation of your foe (later more on that topic), it’s often too late for the interrupt to land. Now there are two options here to make skills more vulnerable to interrupts. First one of course is extending cast times, which isn’t really an option. The second one is: Make interrupts faster (if not instant). We’ve seen that already in the recent patch which made the Counter Blade projectile move faster.
Our main interrupt however (Diversion) still is the most unreliable way of interrupting someone. It’s like spinning a wheel of fortune, because most of the time your illusions are distributed all over the place (and running around because of LoS), and they need to run to the enmy first.
My suggestion: Diversion leaps clones towards the enemy. Running is fine for Mindwrack and Cry of Frustration. Interrupts need to be faster! Maybe this one should be a new trait, cause I know that some people love to daze over time by placing clones in a different distance to the enemy.
Casting animations.
In my opinion, still a huge issue. While recent patches also tend towards making them more obvious, in the heat of a battle it’s still nearly impossible to figure out what the enemy is doing. Small characters and AoE effects are intensifying this problem, especially in PvP where everything is focused on a small circle.
My suggestion (probably won’t ever happen, but anyways): Cast bars. Like we had them in GW1. In my opinion, they are essential for an interrupt mechanic to work. All the more because this game is much faster than its predecessor.
Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.
Other ideas
Give us a trait to reset or lower the CD of interrupt skills if the interrupt was successful. For instance, if Counter Blade successfully interrupts the enemy, the skill is off CD (maybe not completely, but significantly lowered due to possible spamming issues). Another example: If Mantra of Distraction interrupts the enemy, regain one charge for that Mantra. And so on.
This would make interrupting also much more rewarding.
That’s all for now, I’ll maybe add some more thoughts later on.
Please, feel free to add your ideas and thoughts on interrupts.
Arenanet wants us to be the same pain in the kitten as we were in GW1, so let’s help them a bit.
tetro
(edited by tetrodoxin.2134)