Standing on the walls, attacking players assaulting a keep from below…
Rushing in from the ground, launching attacks up at the defenders on the walls…
Ive been on both sides of the scenarios above. (this isnt taking siege weapons into consideration here)
Does anyone else feel like the mechanics of attacking to and from walls is flawed?
Throughout history and warfare tactics, high ground is supposed to be advantageous. Especially that of something like castle walls. Presumably a lot fewer people could defend a keep from attackers, than the number of people needed to actually attack a keep. And this is just from being able to use bows, crossbows, rocks, etc from the well defended castle walls.
Yet, for some reason, in GW2, it feels easier to attack people on walls, than it does to be on the wall attacking people on the ground. I believe this to be a mechanic flaw in the game. Specifically with how line of sight works while up on the wall.
For most ranged attacks, even though you can tilt the camera to see over the edge of the top of a wall, as you stand on it, you still arent able to attack. Your character head (and sometimes more) is still visible however to the attacker on the ground. In most cases, you must completely expose yourself 100% by jumping onto the ledge of the walls in order to attack players on ground level. This seems broken. As if your line of sight to the enemy starts at your character ankles, rather than his head.
To add to this flawed mechanic, ground attackers can actually attack people who arent even showing much, if any, of their character over the cover of the wall, simply by targeting the top ledge of the wall with AoE. This creates a scenario where the people on the wall must stay a good distance away from the ledge just to avoid being hit, let alone ever getting to attack. This means ground attackers can hit wall defenders without even seeing them, but wall defenders cant do the same (broken line of sight mechanics while on the wall).
I believe a lot of this flawed mechanic can be fixed simply by properly adjusting the line of sight issues players have while ON walls as they try to attack people on the ground. Players shouldnt need to have to jump on the very ledge of a wall to attack someone clearly visible below. The only reason someone should have to move to the very ledge to attack, is to hit enemies directly at the walls base (ie: standing right next to the keeps doors).
The players on the ground are SUPPOSED to be at a disadvantage because they are completely in the open, with zero cover. The players on the walls are supposed to have an advantage because they are up high, and have the cover of the wall. The games current mechanics remove ALL of these things, actually grantings the ground attackers a noticeable advantage over those actually on the wall.
Given, wall defenders should STILL be targetable (just not as easily seen) if they can target and hit ground enemies. There shouldnt ever be a time when one side can target and attack, while the other cant, aside from using INDIRECT siege weapons like catapults, mortars, and arrow carts.
It would be nice if the devs could at least look into the code involving these mechanics, because they seem pretty flawed right now.
(edited by Gadzooks.4687)