TL;DR: if this game had fewer damage-dealing skills, and more skills that don’t deal damage directly but can improve your positioning and tactical openings in the game, this game would be better off in terms of the interest in the game, playstyles, and the enjoyment coming from this game.
I just watched Helseth’s latest rant, and although I disagreed with him on a variety of issues, I did feel inspired to make this post. So, let me list some skills here:
Elementalist:
- Staff: Healing Rain, Frozen Ground, Static Field, Magnetic Aura, Unsteady Ground
- Dagger: Magnetic Grasp/Leap
- Focus: Flamewall, Flame Aura, Swirling Winds, Gale, Magnetic Wave, Obsidian Flesh
Engineer:
- Rifle: Net Shot
- Pistol: Glue Shot
- Shield: Magnetic Shield
- Kits: Napalm, Smoke Vent, Acid Bomb
Guardian:
-Staff: Line of Warding
-Hammer: Ring of Warding, Zealot’s Embrace
-Shield: Shield of Absorption
-Focus: Shield of Wrath
Mesmer:
-OH Sword: Illusionary Riposte
-Focus (assuming you have VIII in Inspiration): Temporal Curtain
-Shatters: Distortion, Diversion
Necromancer:
-Dagger: Dark Pact
Ranger:
-Greatsword: Counterattack
-OH Axe: Whirling Defense
Thief:
-Shortbow: Choking Gas, Infiltrator’s Arrow
-Pistol OH: Headshot, Black Powder
-Dagger OH: Dancing Dagger
-Sword: Shadow Return
Warrior:
-Mace: Counterblow
-Sword OH: Riposte
-Warhorn: Charge
These all are skills that, while looking through the build calculator, I thought either are or could be skills that are only used strategically or tactically for teams, with goals that can be related towards the objective of capping points rather than simply endless slaughter.
The two that I bolded were Infiltrator’s Arrow and Line of Warding (I do play a thief, so I might be slightly biased towards thief skills, or know more about them than some of the skills that I listed, but nonetheless that should not affect the point I’m about to make). Now, Infiltrator’s Arrow is an incredibly interesting skill as a thief; it’s used for mobility around the map outside of battle. Inside of battle, however, it plays a different purpose. For example, during a battle in the Graveyard over in LotF, I might use the skill to get a better position overlooking the battle, and help my allies thusly, perhaps by targeting or calling out animations. In other situations, I’ve used the blind specifically to prevent an interrupt from, say, a ranger or a guardian who is in downed state. So, in other words, Infiltrator’s Arrow can be a tactical (taking advantage of short-term features of a battle) or strategic (taking advantage of long-term features of a battle) weapon that does not deal damage, but rather relies on skillful timing in order to be used most effectively.
Line of Warding isn’t much different (at least, in potential). When used correctly, it can create severe positional problems for the enemy, perhaps by splitting a point in two, or preventing an enemy from getting where he or she needs to be. LoW can be spammed for minor bonuses, but, when used correctly, can be absolutely devastating, potentially.
So what’s the problem? In this game, fights typically require that you kill opponents by dealing more DPS to them than they deal to you. This gives people an incentive to spam the skills that deal DPS in order to deal more damage as quickly as possible, which is necessary for winning fights. On the other hand, skills like Infiltrator’s Arrow, for instance, might get left behind because their initiative cost (in the thief’s case) takes away from the amount of damage that can be dealt simply by doing the same attacks over and over again. Because such skills as this don’t deal damage directly, due to the volume of skills that can deal direct damage easily and efficiently, players will prefer to focus on those skills than to invest time/initiative/etc in skills that don’t directly deal damage (or much damage, anyways), because it’s simply inefficient, given the objectives of the team fights.
(edited by Arganthium.5638)