Hi,
I wrote a detailed feedback about Thief’s Trickery specialization a while ago :
http://forum-en.guildwars2.com/forum/professions/thief/Stealing-cooldown-CD-too-long-when-specialized
About the general class mechanics, I wrote a detailed thread about all classes mechanics, but this feeling clearly started with the Thief, so the point is relevant in Thief’s feedback :
http://forum-en.guildwars2.com/forum/game/gw2/Will-Combat-Mechanics-be-deeper
That said, all in all, the Thief’s combat pace is the fastest, therefore the one I prefer. But it clearly lacks depth in my taste. I’ll detail what I wish the Thief mechanics were, but keep in mind this could apply to other classes as well.
I wish there were 2 axis in my gameplay, for each fight (may it be pve or pvp) :
- first, the thinking process. Having the choice, in the same class, to either choose the mechanics simple route (= 3-4 skills rotation like now), or the complex but superior route (= if I do skill#1, then it will empower skill#3, and then if I do a critical on skill#3, it will reset my cooldown on utility#2.. or if I do skill#2 two times in a row, then … etc). This more complex route is more powerful, but more risky as it takes more time. Risk/Reward.
I don’t feel like there is this complex strategy choice right now. I miss such a depth, because it is exactly what creates what is called “mindgames”. It’s also what creates those moments where you tell yourself : “holy cow, I succeeded in outputting this ?? now I’m proud !”
Put it simply : Facing a situation where a fight seems impossible to overcome, unless I make the proper decisions with my strategy, in the shortest possible time.
(yep, please don’t think all your playerbase is brain-lazy, thanks)
- second, the execution process. Actually, you just have to mash autoattack (yup I’m so bored that I turned auto-execution off, even if it’s just mashing), then time 2 or 3 skills properly. For a person who just discovers videogames, it’s sufficient. But for someone who has been playing games for more than 20 years (and we’re a lot, considering the average gamer’s age is 30), you do understand how it can feel déjàvu or console-esque. Executing 4-5 skills is good for an arcade game like Bayonetta or Devil May Cry (although they do have more combos than GW2). But for a RPG, it’s clearly too limited. I’m not necessarly asking for 50 concurrent skills, but as an example, for every skill to be like the Thief’s autoattack (skill#1a = effect 1, skill#1b = effect 2, etc, and if I wait too long the skill resets to skill#1a).
This would put more pressure on my execution for complex strategies, sending me back to simple attacks as a penalty (= auto-attack, and 2-3 additional skills push here and there).
TL;DR : I want deeper mechanics, more choices in how I want to fight with a weaponset. Far more choices, really.
RPGs are by essence revolving around character management. Stats and gear are well known. But actions management is part of the RPG genre, too.
The purpose of RPGs, may they be Pen&Paper or Videogames, have always been to manage an archetype’s abilities to create your character. Your gameplay.
To leverage your skills at will.
You can perfectly have, in the same class (and here in the same weaponset), a base layer of simple skills mechanics, but still allow to add more and more layers when you meet certain conditions. Those layers would also be different depending on the talent (trait) specialization you choose.
This pressure leverage relying purely on class mechanics, is what made the golden days of MMORPG fights. Please think about it.
edit : additional about Thief : utility skills CD are way too long … example, Spider venom, 45sec for 5 attacks … for the fastest attacking class ? and it doesn’t stack, but just refreshes the timer ……. ? Are you serious ?
(edited by kineticdamage.6279)