| 58 posts found | |
|---|---|
|
4/28/12 4:11:55 PM#21
Originally posted by darkhalf357x Dragon's Nest is much more pew pew. Doding/teleport is much more powerful in DN and is therefore much more like a true action game. While dodging is useful and necessary in GW2 its not nearly as powerful as DN.
A good sorcoress in DN can run through most dungeons having been barely hit but using a combination of KD/KB and Dodge+teleport. Part of it is you do it more and part of it is you go farther.
But in DN the action style gameplay can essentially be a complete defense.
Doding is not a complete defense in GW2. Not at all. You need to save your dodges for particular things.
I think part of the problems is people keep getting told that GW2 is like games like DN but its not. If you dodge the way you would in DN you will probably not have it up when you need it in GW2 and then you get 2 shotted yes. |
|
|
4/28/12 4:12:23 PM#22
Originally posted by Volkon Indeed now have a ranged weapon equiped on my gaurdian as well. The frozen Maw "dynamic" quest really though me how usefull that was. |
|
|
4/28/12 4:13:41 PM#23
I must admit I'm disappointed with the combat in PvP. If you get a group working together players go down way too fast.
Sure, 1v1 you get some good fights, though Mesmer is a pain to deal with. But when its grouped PvP, its just over too quick. |
|
|
4/28/12 4:16:47 PM#24
the gameplay videos i've seen of the closed betas where the player chose heavily into enhancing dots and conditions took everything out just as quickly as burst dps because the conditions did the work for them. I'd say give it a bit more time into the game because initially both the burst and the conditions will be low and the burst will seem to be the dominant of the two since no one can put points into these immediately at level 2.
|
|
|
4/28/12 4:19:33 PM#25
Originally posted by jerome1986 Oh yeah War PvP was great. Engineer /Chaos mage pulls everyone in. AoE, everyone dead. |
|
|
4/28/12 4:21:29 PM#26
The problem is simply this....
Think about how nearly perfect roaming and fighting is.. but the fact you can't sustain any continuity in buffs, or with area control. Nearly everything in PvP and PvE is Pick-Up-Group (pug) and when I root a mob.. the average person can't see this, nor have time to react because it's only 6 seconds..!!
The combat needs to have a broader metric/dochotomy and allow ranged combat to be a slower pace.. or slower cadance.
I think ArenaNet should allow people to specialize even more... but with trade offs. Like someone who really Wantsa that extra 8s of root, must give up something equally important. Or even a stance trait.. based on a person backstory and profession.. that would be so different from any other "same" person, to make combat different, but equal distant. Combat without a flushed out skill & trait templete does seem a tad Pew Pew, and even more so with pugs..
I have little group combat experience... as I am trying to play from a solo perspective right now. |
|
|
4/28/12 4:29:00 PM#27
the answer is very simple: you dont use conditions on enemies for your benefit but for the benefit of your group - the age of the solo pvp'er is gone. a good group can mow through enemies and people will at least need half a year to adjust to the awesome pvp-style GW2 offers. You see the adjusting-problem with comments like "melee got this and that problem" ... "self heal blabla" -- there is no 'melee-class' - if you are using melee in the wrong situation you'll die. on self heal: people havent even started to HEAL in pvp (as heal skills scale with lvl and arent boosted.) |
|
|
4/28/12 5:32:50 PM#28
Originally posted by Atlan99
I had a tank class in WAR and the magnet instagib still killed me in seconds when it was done right. Yeah I got away sometimes but that was mistakes on their part. Correctly done it was a true insta-gib with no real counter. |
|
|
4/28/12 7:14:10 PM#29
Originally posted by bobfish
Over too quick for solo players, or over too quick for members of an equally organized group?
|
|
|
4/28/12 7:16:19 PM#30
Originally posted by Loekii over too quick? they need to hire a trio of Water Eles spamming heals. Those medicore heals go a looooong way and sway the balance of combat in favor of the smarter group. |
|
|
So you need 3 "healers" to make combat last? And thats meant to be ok? The point was with GW2 that you didnt need the triad, tank/dps/healer. Everyone can self heal. Everyone can support heal.
So the first question with your arguement, why ele healers, why not thief healers, should be just as viable.
But the major point is it doesnt solve pew pew mentality that makes GW2 combat so instagib fast. People cant deal with CC, so lets basically remove it. Sigh. CC means strategy, when to employ it and when to use your breaks and removes. In GW2 there are a lot of CC abilities, but they last 1-3 seconds in general. Plus, each ability is so fast its basically a button spamming FFA. Explorer 73% Achiever 53% Socializer 53% Killer 20% |
|
|
4/30/12 7:29:43 AM#32
I loved WAR but this is 100% true. :) Even in late WAR we had an engi on our server who made himself a full survival build and pretty much acted like an unkillable puller/disabler. He was quite good at it and annoying as hell. :) MMORPG genre is dead. Long live MMOCS (Massively Multiplayer Online Cash Shop). |
|
|
4/30/12 8:22:18 AM#33
Originally posted by Archaegeo i felt the exact same way... and i mentioned it in Local chat and about 10 fanboys and gals wanted to lynch me... rofl at these rabid zombie fans. but ya... combat is a meaningless blur of spamming your best DPS... very little reason for meaningful use of debuffs and CC's. dodge once and a while and dont get caught in AE. ooops im on fire? errr. 1 v 1 duels you can weave in special attacks and skills but in WvWvW... and group vs group combat... pshhhh its just spam and pray and watch the kaleidescope of colors. and this is coming from someone who competes in amateur speed chess so dont anyone start explaining it away saying i must be an old fart with a slow mind and reflexes... |
|
|
4/30/12 8:45:25 AM#34
I tried WvWvW with my warrior and bow. I just kept spamming fire. Yeah, theres no real thought to it though. Like you said, just bunch of flashy colors and a few dodges. Then spam your abilities hoping you down someone. AOE rules as king. If you get a bunch of arches, they can shutdown a group of people. |
|
|
4/30/12 8:51:26 AM#35
Originally posted by just1opinion every class has a self heal on slot number 6 |
|
|
4/30/12 8:53:51 AM#36
Originally posted by Archaegeo I didn't get to try many classes, especially since I was busy all day saturday and couldn't play, but as a staff elementalist, I found was able to CC and kite multiple mobs indefinitely without ever taking a single hit. Between the 66% slow on my #4 water attunement spell, the cripple on my #4 earth attune spell, the stuns/immobalize on my #5 earth and air spells, the knockback on the #3 air spell, the speedboost on my #4 air attune spell, the rollback escape on my #4 fire attune spell, the chill from glyph utility skill I took and the active dodge mechanic, I felt like I had more CC than any class in any MMO i've ever played. |
|
|
Xzen
Apprentice Member
Joined: 5/01/06
A sword is never a killer, it is a tool in the killer's hands. |
4/30/12 8:54:44 AM#37
Originally posted by Archaegeo I tried out a thf healer/range dps set up. It was ok but people were too stuck in the typical mmo mentality that they didn't bother gsteping into the AoE to get healed. Also casting that heal on the people fighting next to the boss is a bad idea. They go stealth and drop "aggro". |
|
4/30/12 9:01:56 AM#38
Originally posted by Archaegeo Combat feels faster before you have mastered it. I had the same feeling the first few hours but it felt slower and slower the more I got used to it. Then I changed class from Thief to Ele and it started all over again... Once you played it a while it will be fine. I didn't CC much though, spent half the time with my thief and the rest between a warrior, a ranger and a ele. It might be that they need to improve the CC skills a little, it usually takes a year after launch for a MMO to get at least acceptably balanced. |
|
|
4/30/12 9:03:48 AM#39
i felt both PvE and PvP took alot more skill then other games. In PvE i found people thought it was ok to tank damage and not dodge or put at least 1 survivability utility trait. As far as PvP is concerned 1v1s where exactly what they needed to be skilled, yes skilled becuase there is no more button smashing not u actually need to identify what a heal looks like or the proper time to knock down or stun to be able to let out a burst if u have burst. the game is great.
acouple changes i would like to see:
W v W v W: need a hastener liek DAOC had where u talk to him and ur given swiftness to run around teh map IF your attacked you lose it but till then u at least run at a decent speed. Defending a keep should be a event: what i mean by that is that each time u engage in a battle u gain the small event repelling the attack but defending the keep its self should be 1 large event cause last not i got into a 5 hour keep defense and tho i did get in alot of the small events that give decent xp if you can deal alot of damage to a target i wanted everyone to benefit for staying there and defending the keep. also maybe some type of mounts would be nice. |
|
|
4/30/12 9:11:15 AM#40
I have to respectfully disagree with the OP. I played way too much GW2 this weekend. I can say that I have now played every profession, and all but 2 to level 10 (others close). I played a ton of structured pvp as well. I was trying to get a feel for each profession to decide which I like the most. For pvp I am definitely set, but pve I am torn. Granted I could have built/played each class differently than I did but I found myself thinking late Sunday (I went back and streamed gameplay of my 5 different current classes for a friend) was that when I played a class that had no cc at all I felt..underpowered...at much more risk, and consequently less successful. I did more damage with the profs that I went away from cc on but really it didn't make the fight any easier. slows, launches, pulls, knockdowns, all made fights go so much smoother. In PVP as well, I found even 2 seconds of the right cc was critical. Actually I wll go as far as to say especially in pvp. Every good player has 'get out of jail' abilities to get away when they know the fight is going south. whether it is a stealth a snare, a heal, a teleport, whatever. A good player has a plan to get away. Amazing how that does not go so well for them when you see they are about to enact this plan and you stun them for 2 seconds and spike them.
In Pve, you can fight things higher level than you and never get hit, or dramatically decrease the amount of damage your team is taking. So to reiterate my opinion, I have to disagree with the OP. Although if you asked me Friday at 8pm when I was reading abilities with 1s daze and one shot blindness with long cooldowns I would have agreed.
|
|