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Keep No Downed State?


Tic Tac Toe.1482

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An added though what if we take the current rez down players and make them more into blast combos effects to trigger it if there is a removal of down state from wvw. So the gurd rez bubble will trigger on blast combos though it would be harder to control.

This is what it comes down to there are a lot of effects for down state and they shine in wvw / spvp more then pve. To remove the effect is to remove a lot of depth from combat so you MUST find a way to keep this depth of skills if you want to remove down state for good in wvw.

Side note i would love to see ele giving it self an aura on blast combo base off the atument you are in and not on rez any day.

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@"Quench.7091" said:

It sounds like to me that you are more okay with the downed mechanic than you are the rally mechanic. I consider those separate issues, although I agree that there are some dumb rally moments.

Reflecting on what I had said, I suppose I should've been more clear on my take of things regarding the FPS genre. There are arena FPS games and more open large scale combat kind of FPS games. The large scale combat FPS games just about always have downed state mechanics, where a medic can come in and instantly revive a downed player for a period of time before they bleed to death and can no longer be revived. Stop the medic to stop the other player from returning to the fight is generally the rule. The GW2 downed system is mild take on that. It is good game design to include that kind of mechanic in a large scale map game mode allows for near instant deaths. Otherwise players are getting killed and having to walk back long distances from little mistakes all of the time with no method of recovery.

I don't necessarily disagree there. I do think that there should be some method of player revival available in WvW, but that it shouldn't be the downed state or the rally mechanic. I proposed in a couple of threads previously that they might want to consider changing some skills (Battle Standard, Spirit of Nature, Function Gyro) that rally downed players to a more "revive from death" oriented skill for WvW, but reduce the number of players affected, as well as possibly add a revive feature to some classes like Tempest and Guardian through modifying some traits as they are also some of the more support oriented classes. This would still allow people to get revived from death but you would actually have to, in the same sense of the medic example you gave, bring along the appropriate "equipment" to bring players back up in a fight but also try to focus on them so that they don't get that revive off. This would further enforce ideas of peeling for support players and more spiking oriented tactics which I rather enjoyed in GW1, though admittedly in GW1 just about everyone in your GvG group would bring a res signet.

@"Tiny Doom.4380" I would agree about Downed State being a core feature at first, and honestly no one is saying remove it from every game mode. Honestly it just needs to be done away with in PvP, keep it in PvE. However the issue here is that when GW2 released, and yes for a time, the game had been toted as having a "soft trinity" in the sense of bunker, damage and support and there were no dedicated healers and no way to accomplish dedicated healing (some people tried but the builds were never all that effective at sustaining groups for prolonged fights). GW2 now has dedicated healers, and it has had them ever since Druid and Tempest were introduced in HoT and we got the first Raid. This changed PvP in sPvP and WvW because now we had dedicated healers to sustain our groups and accomplish even faster rallies, Tempest was actually pretty good in the support department in PvP. Now this has only been reinforced further with the addition of the Firebrand and its insane group sustain which I think is fine...with the exception of the downed state and rally. At this point in time we have builds with dedicated healing piled directly on top of a mechanic that was added to the game with the intention of there being no dedicated healing.

@"mcarswell.3768" TTK is honestly fine, its not too fast and not too slow, and yes there are circumstances in which people just go down immediately. Primarily Deadeye is an issue but they overtuned the class pretty severely with their latest rework of it and its a problem so I can understand if you have an issue there and I 100% agree. However in most other circumstances I would say you need to ask yourself three questions as to why you may be personally dying so fast:

1) Am I wearing full Exotics/Ascended? 2) Am I using a build that is effective and not just something random I came up with? (there are websites to help determine this) and 3) Am I actually good at PvP? Any and all ego aside.

If you answer no to any single one of those then you need to re-evaluate your approach to PvP. Make attempts to improve, and learn, and then see where you stand because if your view of TTK is that its too fast then that is typically a "you" issue to be resolved, again excluding Deadeye as a variable for reasons I already stated.

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My guild was down to ~3 regulars, ~5 when no downed state was announced in anticipation, and ~15 on average when the event happened. It's good to know it's over so we can go back to 3 people bothering to play this really boring, terrible meta centered around defense and ressing.

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We're still talking about this? really? Funny to look at forums and think the overwhelming majority want this change, while when i run in wvw with multiple comms at most time zones and I can count on one hand the people who like this idea. One I engaged in map chat politley, found out they were running on Mirage....facepalm.....nuff said.Bottom line, satisfied players are typically playing the game, the one's who want something changed come here and rattle loudly.As has been pointed out, the game is centered heavily around these mechanics and we all know they're here to stay, even if you're in denial

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So many people creating threads that they want to keep downstate when this poll clearly shows most do not!

No downstate was OK for a couple of days because it was different, but after 4 days we were completely bored of it. It wasnt fun, fights didnt last that long at all!Some people I know stopped playing the game and only came back on on reset when this gimmick was removed.

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It was fun, but downstate is too baked into GW2 to remove fully. Maybe anet can come up with a happy medium where downstate is always in play, but it's duration and/or access to skills is based off a counter/timer, or maybe enemy kill/player death count.

I also agree with some other posts about 'normalizing' all class downstate skills. Although I run ele and will miss vapor form, it should go bye-bye.

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