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To much Mobility...........?


Mell.4873

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39 minutes ago, Lincolnbeard.1735 said:

First time I agree with you.

Teleports/shadowsteps are one of the things that impacted negatively the competitiveness of this game. And ANerf were warned about this since GW: Factions. 

 

Because it is only competitive when u can stand on point and spam the same rotations over and over again.

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"Too much mobility" is almost NEVER a thing because mobility is the most fun thing in video games.  That said, GW2 doesn't really have any significant mobility in PvP because instantaneous, short-range or target-dependent teleports are positively devoid of player expression and risk.  If PvP movement and attacking was more like chaining free-aim AoE strikes as follow-ups from all of the mount-based gimmicks that people use in the overworld (i.e. a raptor leap from height into a separate ground-slam attack or something), then you would have actual depth to combat.  As it stands, WASD gets you nowhere fast, and nobody can manually dodge damage constantly using actual movement and spacing.

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1 hour ago, shion.2084 said:

The mobility issue I see is that the Zerg has become moderately viable now as a strategy.   With folks able to get between points before they can even be decapped , they can travel as a mob of 4 and hold two.

This is correct ^

There is officially too much mobility creep in GW2 right now, concerning the conquest game mode.

Another reason why this zerging also now works in conquest is because too many classes were granted new ground target/targeted/LOS ignoring teleports, and now chase power is roughly double disengage power. This leads to these situations like if a team goes on full wipe and the other team chases them into their spawn, the team who wiped can never get back to the nodes because there isn't enough disengage vs. chase to do it.

Conquest is now more of a team death match than it is 3 node conquest. In higher tiered games zerging team fight is now a priority over actually going the nodes. You'll notice the people who try to play traditionally, are losing games to players who just zerg a team fight around.

The mobility creep has removed classic job roles and dumbed the game's strategy down actually.

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53 minutes ago, Trevor Boyer.6524 said:

This is correct ^

There is officially too much mobility creep in GW2 right now, concerning the conquest game mode.

Another reason why this zerging also now works in conquest is because too many classes were granted new ground target/targeted/LOS ignoring teleports, and now chase power is roughly double disengage power. This leads to these situations like if a team goes on full wipe and the other team chases them into their spawn, the team who wiped can never get back to the nodes because there isn't enough disengage vs. chase to do it.

Conquest is now more of a team death match than it is 3 node conquest. In higher tiered games zerging team fight is now a priority over actually going the nodes. You'll notice the people who try to play traditionally, are losing games to players who just zerg a team fight around.

The mobility creep has removed classic job roles and dumbed the game's strategy down actually.

This wouldn't have been an issue if the low mobility specs actually were stronger in their designated space but the mobility specs are in some cases better at their job, like the Juggernauts are taxed for their role but the Mobility specs are not. 

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On 9/13/2022 at 8:09 AM, Lincolnbeard.1735 said:

Naa, it is only competitiveness when you can bypass good positioning with teleports. 

 

If your positioning was bypassed by a teleport it wasn't good positioning.  We don't got all this arena clutter for nothing 😒👉

Edited by Azure The Heartless.3261
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