Daesu, on 24 January 2013 - 11:14 PM, said:
You don't need dodge roll if you notice and use your terrain to your advantage. Besides, due to endurance limit, you can only dodge roll about twice each battle anyway.
You need to dodge roll more than twice for trash mobs? I have enough endurance to dodge roll every time Subject Alpha pops his big aoe. And that's not counting vigor. And when you say "you don't need dodge roll if you use terrain", and in the same argument say that the fighting isn't as dynamic in GW2...what is this I don't even
Daesu, on 24 January 2013 - 11:14 PM, said:
Weapon swapping for stats allows me to really plan my build. For example, I can take a spear on my warrior not because of damage, but because he can gain adrenaline at range when he needs to. I can also bring -energy weapon sets to counter energy denial on my casters when I needed to. GW2 weapon sets just do not have the DEPTH of planning that GW1 weapon sets do. They also don't add much facet to actual combat considering that their skills usually have long cool down, except for skill 1, and weapon swapping itself has a long cool down on its own too to discourage you from weapon swapping often.
Yeah I mentioned adrenaline for warrior using spear. But you're not doing anything BUT gaining adrenaline with that spear. Your 5 damage points per hit aren't doing a damn thing. But on my warrior i can go from axe/shield to greatsword and STILL do high DPS. You can't do that in GW1. GW2 doesn't have energy, thus no energy denial. Weapon swapping in GW2 gives you a variety of effects as well, such as aoe freeze, stacks of bloodlust swapping to +5 damage or stacking might, or a nullification/giver's set to strip boons and transfer conditions, etc. And ALL gw1 skills had long cooldowns as well, EVEN skill 1. And again, you're getting 10 weapon skills, a heal, three utilities and an elite. In GW1 you had 8 skills. Period. And you couldn't change them out in an instance.
Daesu, on 24 January 2013 - 11:14 PM, said:
You don't need to use terrain as much in GW2 because GW2 combat is mostly zerk. It is simply about who deals the most damage to get the credit for the DE.
You don't spend too much time in dungeons, do you? No "zerg" in a dungeon.
Daesu, on 24 January 2013 - 11:14 PM, said:
GW2 monster AI is also very exploitable. If you make a mistake and you are about to die, just quit the game and come back. The monsters would have forgotten about you, your conditions disappear, letting you heal. If you want to avoid monsters, just run far enough from their spawn points and they will give up trying to attack you. GW2 monster AI is also buggy and monsters turn invulnerable at the wrong time especially during under water combat.
What? Are you kidding me? You're about to die, so you log out and come back to avoid a waypoint and repair fee? How about not dying? Yeah, it's a reset button. But it resets everything, including your enemy. Not much tactical advantage there, you still have to deal with the same issues from before. That's not exploiting, that's just sucking. Exploiting would be to pull 30 mobs to a corner, stack them up while spamming blind or using shadow form to not take damage, then your team AOEs them to death from a safe spot because their AI doesn't allow them to bypass the ONE player blocking their progress. As for invulnerable bugginess...that's irrelevant. That has no bearing on "dynamic" combat, and it's not AI, it's just bad coding. Please stick to the topic.
Daesu, on 24 January 2013 - 11:14 PM, said:
What is the point of swapping skills between fights when you are not being attacked? What would have made GW2 combat more interesting would be some limited ability to swap skills DURING fights, like weapon swapping, but without the long cool down. GW1 requires you to plan your build while you are in town, so as to optimize your skill bar for the area that you intend to play in. You can survive using a meta skill bar for most areas, but that would not be optimal and it really shows in the toughest areas in the game. For example, try using your discordway in foundry and watch it fail miserably. This makes it a lot more interesting than to use the same skill bar (i.e. same weapons) in GW2, for all areas. You can't even swap the skills around your own skill bar, for crying out loud. Everybody playing the same profession class is using the SAME EXACT set of skills, with the SAME EXACT placements, if they are using the same weapon class as you. It is the same exact static, manufactured-to-look-alike skill bar being forced upon.
The point of swapping skills between fights is that if you know what you'll be fighting next, you can swap out all three utility slots, your two weapon sets, and traits to deal with them. Say you're in CM and fighting a bunch of melee thieves with bleed. You swap out your anti-ranged skills and put in your anti-conditions and blinds. Then when you're about to go down that hallway, you swap back. Boss coming up? Swap from your dps to your condition setup. You quite simply cannot do this in GW1. You have to build the entire team from the beginning to anticipate the worst mobs you'll face, and hope you brought enough damage to deal with the stuff that's immune to your specialized builds. Taking anti-ranged into AC for example...most of AC is melee. Anti-ranged would be for spiders, half the ghosts in path 2, and Kohler's pull. If you loadout all reflect skills, and don't change them, then you're just bad.
You're simply wrong. Again. What you're arguing is that you prefer GW1's combat system to GW2's. But if you sit there straight-faced and claim that GW1 was "MORE DYNAMIC"...there's all kinds of evidence to refute that wholeheartedly.
Edited by AKGeo, 25 January 2013 - 01:15 AM.