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Lets just be honest, the game wasn't designed around massive amount of AoE superspeed


Riba.3271

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I do want to point out first that WvW has more glaring infrastructural issues that strip its competitiveness up to a point where most skilled and rational players have already left. But this thread is not about that even though it should be talked about way more.

 

What I want to talk here is about obvious issue with combat design here. If you designed the game from scrach with large amounts of superspeed in mind, all the ranges and radii would be larger. So adding AoE superspeed within otherwise useful class broke the system.

 

Scrapper can have its niche and part of that can even be fast moving himself and have 1!! superspeed application. But it can't provide large amounts of AoE superspeed in constantly moving gamemode. Because otherwise you have to buff all the ranges and radii as well and that breaks the gamemode for anyone that isn't moving fast.

 

Fights are just too short and you don't need to take your time and look for opening. Theres just no real counter to speed. It's just doing same stuff but it will be much less effective. AoE superspeed isn't really important for other gamemodes since PvE is standing still and PvP is spreading out, thus all AoE superspeed is doing is making WvW worse even if it improves scrapper.

 

Anet should also not forget about Crystal Configuration: Zephyr trait on holosmith that can also grant near permanent superspeed with no target cap. It is pretty useless due to low radius but it should also be reworked.

 

TLDR: Constant AoE Superspeed makes people too fast and skills have too low range since they weren't designed around it. The AoE superspeed only makes WvW worse and doesn't matter in other gamemodes. Scrapper needs a different niche.

Edited by Riba.3271
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Said it years ago, superspeed was a mistake to make spammable.

The game was originally design for field and blast play, and why we have all these ground aoes.

You can't even remove superspeed from an opponent, the only thing you could do is immobilize/chill/cripple, but it really doesn't work when cleanse is also spammed, and you have resistance which funny enough immobilize converts to.

But anet and fight guilds want train track melee combat, run over everything with no fear to them, just in the enemy casting those aoes.

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But players are nothing w/o perma boons and perma quikness + superspeed...

 

Lamernet importing perma boons lamer  meta from PVE to WvW and nerfing its counters... Anet lamerness working as intended they have been addin even more boons after boons.

 

Ill keep saying Spelbreaker NEEDS to at least counter and target quickness with its dome in 1st place.

 

Guys  keep superspeed and perma quickness and start stealth poking in/ou really fast  until game gets desync and enemy slower computers will get F+ up rendering and getting  de-sync animation+ damage triggers.

 

 

Edited by Aeolus.3615
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7 hours ago, Riba.3271 said:

The AoE superspeed only makes WvW worse and doesn't matter in other gamemodes. Scrapper needs a different niche.

"Doesn't matter in other modes" is not entirely true. For example, I've seen one guild that uses a specialist with superspeed to get NPCs moving faster in Dragon's Stand.

That said, in general I don't think taking away fun tools is the answer here. I think the problem is more in the direction of there aren't enough interesting tools to work with in general and so the meta becomes the same stale strategy being used by every commander and if they don't use it, they will be at a great disadvantage. What happens if the most interesting/compelling strategies are nerfed into the ground? Seems to me it would become a game of people standing across from each other min-maxing damage, healing, and defense. Like a raid, but against other players. Kinda seems like it isn't far off from that already with boonball wars, which is probably a result of them retooling classes for usefulness in instanced PvE and ignoring WvW consequences. They may need to diverge on ability design in different modes to get past this.

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6 hours ago, Xenesis.6389 said:

Said it years ago, superspeed was a mistake to make spammable.

The game was originally design for field and blast play, and why we have all these ground aoes.

You can't even remove superspeed from an opponent, the only thing you could do is immobilize/chill/cripple, but it really doesn't work when cleanse is also spammed, and you have resistance which funny enough immobilize converts to.

But anet and fight guilds want train track melee combat, run over everything with no fear to them, just in the enemy casting those aoes.

Anyone with a semblance of understanding of the competitive modes called it a mistake.  As we did boon stacking, and ranged burst, and mobility creep in general.  Fact is the attitude of a lot of players was and still is, "so long as MY class is strong/fun who cares?"

Truth is ANet just does not care about its competitive modes - the primary focus of the developers on the professions team only serves PvE interests and this has been observable for a decade.  It's been this way pretty much since Dire got put in the game and was breaking things back in 2012.

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Kind of always thought superspeed, if it remains a thing, should be a solo application. Saw it more for heavier melee classes and elites as another tool for a gap closer and not as something more for a group. Play all styles overall but to me there should be a balance in risk/reward of melee versus range vs stealth. Melee needs gap closers to access range where as stealth access to range is just that stealth to target. Range as the name goes has its advantage as is it can already start the fight from further out. If the core or elite has access to one then they shouldn't really get access to the other two as much. So agree could see superspeed be removed or moved to single apply to self skills versus to groups, that's more of a role for swiftness applications.

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