Showing Posts For Arcane.7468:

Skill Customizability

in Guild Wars 2 Discussion

Posted by: Arcane.7468

Arcane.7468

I was thinking, how it would be like to be able to customize our skills, for example a skill would have 2 options on how you would want it to work to give it more utility and for the skill system to be more varied, so no 2 class with the same weapon would be the same, giving more build possibilities.

Polishing up the combat and dodging systems

in Suggestions

Posted by: Arcane.7468

Arcane.7468

It’s a bit difficult to explain what I mean by “weight”, the easiest way would be to try out the games that I have shown as an example. and about the pvp dodging I’m not so sure how it is there as I do minimal pvp.

(edited by Arcane.7468)

Polishing up the combat and dodging systems

in Suggestions

Posted by: Arcane.7468

Arcane.7468

As 99% of the time you will be in combat, I think it’s better to polish the combat and dodging system in this game first, before releasing new content.
By polishing up the combat and dodging system, old and new players will I think have a better experience overall, as well as a good first impression for all the new players that would buy the game, since the first thing you would do in this game is engage in battle (the start of all races).

I’ll explain what I mean by polishing up the combat system. Some attacks in GW2 looks and explains like it should have done brutal damage, but feels like there is no “weight” behind the attack (especially melee weapons, except maybe using warrior equipped with a hammer).
What I mean is that some attacks feel weak, and gives an impression that it didn’t do as much damage as what is described.
As for the dodging system, I’m pretty sure you guys know what I mean. Dodging in this game sometimes feels quite irrelevant, and dodges don’t really make your character dodge, well it does but the damage is still applied to your character.
For example when you clearly see an enemy about to melee, you clearly dodged, but the damage is still applied. You can see the animation of the melee attack not touching you but the damage is still applied. Sometimes dodging is just useless, and you would waste a dodge.

I’ll talk more about the combat system first. In my opinion the developers should add a little more “weight” behind the attacks for it to actually feel like you are doing damage to enemy you are fighting.
Good examples of games that does this well would be Neverwinter Online, Raiderz, Dragon Nest, Vindictus, etc.
For those who have tried the games that I have listed, would know what I mean, and to those who say the combat in Raiderz is “slow”, that is irrelevant as what I’m talking about is the “weight” behind the attacks and Raiderz performs much better in that criteria.
Just by adding more “weight” behind attacks, players will feel more satisfied in combat, and feels like you are hurting the enemy, compared to feeling like you are attacking with a stick.

For the dodging system, what I think the developers should do is that the damage is only applied if the animation of the attack touches your character.
Good examples of games that does this well would probably be some of the games I have already listed before like Raiderz and Dragon Nest. Both games have a good dodging systems.

These are the changes I would love to see in game, and I think would be needed as these changes would help improve the core gameplay of this game. It would also be another factor for new players to keep playing, if the combat is what is stopping them from playing, as they had played other games with better combat mechanics.

Thank You to those who have read through everything I wrote, and feel free to comment your own opinions, as any kind of suggestions will help the developers make this a better game.

(edited by Arcane.7468)

Mesmer Weapon Of Choice

in Mesmer

Posted by: Arcane.7468

Arcane.7468

For PvE-Sword/Sword & Staff
For PVP-Sword/Pistol & Greatsword