DuskWolf, on 09 November 2012 - 04:33 PM, said:
I am sorry but not only I dont agree with your points I actually thing they're false for the most part!
let me go through them 1 by 1
* The selection of abilities is painfully limited, not just in weapons but in utility skills, too. And mostly it's just reskins even then.
Selection of abilities is painfully limited? on my necro I have exactly 97 different skills (counting downed state and aquatic skills as well) sure its like 1/4 of gw1 had but how many other MMOs you know that offer so many more skills that 97 skills becomes "painfully limited"? for most MMOs I played had much less then 97 skills you could use! And this is not even taking into consideration that each skills does multiple things! Mark of blood -> AOE damage, Heal Me, Heal Ally, Heal Pet, Heal Minion, AOE posion. In most other games, guild wars 1 included each of those would be a separate skills and not all part of the same skill!
* Tactical movement isn't required in Guild Wars 2, you won't have a battle where a bunch of snipers move into position to heckle you.
Tactical movement is essential. Stand still and you'll get damaged more, weapons are more effective abased on your positioning. Short bow does more damage up close, long bow does more damage the further you are, Necrotic Grasp (necro staff basic attack) goes through enemies damaging all those that it hits so with good positioning you hit multiple enemies and they will try to break formation to avoid that so you'll need to keep repositioning yourself!
* Mobs ignore friendlies. They don't heal, resurrect, or buff friendlies. They just do kamikaze-rush zerg-lines at the players. Mobs are idiots.
They dont ressurect, thats true, but they do heal and they dont just kamikaze rush at all, they call for friends, they dodge, they kite, they cripple you to buy themselves time and do much more then you imply. That being said you're right in that they could do a lot more and there is room for improvement for sure there!
* I really have to stress this again: Mobs never stop to resurrect downed allies, thus adding a tactical layer. They just zerg on. Why?
to be honest I am happy about this, did you ever do dungeons? if they could resurrect each other dungeons would become impossible without perfect co-ordination. you're just 5 people and that means 5 or less interrupts in 40s give or take. Some times you're up against 5 mobs in a dungeon that take quite a while to kill. imaging as soon as you kill one you have two of the others trying to resurrect the one who died. You need to co-ordinate who will interrupt who and you cant afford to have 2 of your members interrupting at the same time because else you will run out of interrupts and they will succeed in resurrecting their ally. Also while interrupting you're not dealing any damage and you';re reviving damage from the others. It will drag the fight out A LOT! not to mention it will make it almost impossible for any group thats not on voice to co-ordinate who will interrupt when
* Condition adamage and conditions are useless, others have complained about this. Only flat damage has worth, especially against bosses.
Dont agree at all, I run a condition damage build / hybrid support. Most of the time I make through a dungeon without even being downed once and no one of my party dies. Sometimes we dont do so good and one of use dies once... dont see how that makes my build ineffective though !
* Most AoE heals are useless (engineer's healing turret is a good example). This lowers healing priority and encourages zergy-zerging.
They're not useless at all! sure they're no subsitute for a gw1 monk and by themselves they're not going to keep anyone alive indefinitely but thats not what you need to do, all you need to do is buy your ally time for they heal to come out of cooldown. The AOE heals are one tool you can use for that! Zergy-zerging might work in the open world where you can have big enough numbers to overwhelm the scaling, it will not work in dungeons. If you focus exclusively on DPS and ignore all else you're going to die, repeatedly! sure you can zerg back and ultimately finish the dungeon anyway but it will take you triple or even quadruple the time and you'll make a loss due to repairs where as some one who will not understimate the combat system and use his skills effectifly in the same amount of time it will take the zergy-zerging group to finish the dungeon will have completed 3 other paths making not a loss by 4 times the profit!
* Any non-flat damage skills are astoundingly unfun and sterile (engineer's flamethrower), thus people just stick with flat damage as a basis.
Weapons in guild wars 2 are tools that allow you to achieve a goal. the flamethrower allows gives access to short range AOEs and mostly support. on the other hand you're arguing that support is pointless which seems to me its something you dont really enjoy, so how do you expect to enjoy using a weapon thats 1/2 support? based on what you said the grenade kit will probably be more your style
The only issue with the combat system right now (and yes there is an issue not arguing its perfect as it is by any strech of the imagination) is that the game is just too easy. outside of dungeons or group events in which you dont have the numbers you can ignore positioning, you can ignore supporting your allies and you can ignore interrupting your enemies and you'll still have an easy time succeeding! that doesnt mean that the game mechanics arent there, they're definitely there! Like wise because of its ease the game allows you to play in the most simplistic of fashions. You want to spam skills in dynamic event 1 - 5 and then every skills as it comes out of cool down. Go ahead you'll likely succeed in most cases but that doesnt mean thats all there is to it just cause you chose to make it that way!
The supposed sin you're accusing the game of is wide accessibility, the game tries to provide a little for everyone! you want a simple skill system you can have that and succeed. You want a complex skill system in which you can literally do anything you can dream of? (interrupt, help your friends(do more/ take less damage, survivability), help your pets/minions (do more/ take less damage, survivability), help yourself (do more/ take less damage, survivability), gives you skills to escape when in trouble, gives you skills to prevent others who are trying to escape. Whats more is all of this can be available to you in one single build you're playing! Tell you what give me one build form any game you chose including gw1 that gives you all this flexibility! one game where you're able to do all this to get an edge in combat! if like you say gw2 skill system is painfully limited it should be easy! cause in my view, its not painfully limited at all, one the contrary its the most flexible combat system I have every experienced no other MMO I played gave you all this power and such a diverse skill set one the battlefield, not one!









