Showing Posts For Beefcake XLIII.9840:
I have 2 suggestions that would help with WvW.
1) a warning in your mini map when a zerg approaches you:
Show large groups of enemies on the mini map as they do in FPS games; not everyone shows up on your mini map, but if they’re shooting or making noise they do. So a thief running around isn’t going to show up on your mini map, they can still be stealth but a group of 50 enemies wearing metal armor sprinting towards you would. The mini map is supposed to be an extension of a person’s senses such as hearing and peripheral vision, to give the game a more realistic aspect and make the player feel as if they are in the game. I personally don’t enjoy being snuck up on by a whole zerg of enemies when in real life I’m pretty sure I could hear them from a long way off/feel the ground shake and know to start running away… There should at the very least be a warning that tells you to get ready to fight or to run away if there is a zerg coming.
2) make thieves only partially invisible when you are fighting them:
thieves and their invisibility. My suggestion would be that in WvW thieves invisibility abilities would function like the camo in Halo. Make it so that they are like 95% invisible but if you look really closely you can still sort of see them. This would enable thieves to still stealth and move around the map undetected which I believe is the intention of their abilities. The unintended consequences of their invisibility is that they can remain invisible in a fight. I’ve been in countless situations where my party of 5 ppl has attacked 1 thief and he’s been 2 feet in front of my face and I can’t attack him because he completely disappears. If you’re that close to a thief and looking directly at them you should still be able to sort of see them.