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Strong favourable Bias with mesmer development


Arheundel.6451

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> @OriOri.8724 said:

> > @Swagg.9236 said:

> > Mesmer is basically just Warrior except swap Full Counter for stealth. The paradigm has always been like this even before Full Counter or Chronomancer existed. Those things just passively exacerbated the issue beyond repair. Even now, it seems that nobody seems to understand that everything in GW2 plays more or less identically. The only difference in the "spike damage - invuln/escape - spike damage" formula which exists among classes is the amount of instant, on-demand invuln or panic buttons that any class might have. Warrior got a lot of its passive play frontloaded on it throughout the first year of the game's existence. Mesmer just got massive amounts with each new expansion. The only reason why Mesmer is such a pain to deal with is that it can deal damage from range. Warrior plays more or less with the same sort of ideas in mind as a Mesmer, it's just that a Warrior has to press GS 5 and 3 in plain view in order to start doing damage to a target while following it around and taking 0 damage.

> >

> > It's hard to do anything about either of them so long as both of them have a full set of cooldowns to mash. It's just the nature of GW2: players use extremely predictable attacks, but the risk of said attacks is removed by means of mechanics like stealth, ranged tab-targeting, instant-cast (or extremely low cast-times), effective invulnerability during cast-times and effective invulnerability chains which can be popped and maintained after an attack resolves. Warrior and Mesmer are both examples of how not to design a fair exchange in an "action" video game, however they are only the most egregious example in GW2; more or less all of the classes follow the exact same playstyle formula.

>

> What in the world.....

 

tl;dr: GW2 is a game which regularly employs attacks which simultaneously insulate the user from risk and effortlessly frustrate opponent efforts by negating outgoing enemy effects. Every class does this on some level which is why the game has loads of bloat, why all PvP combat encounters in GW2 are pretty homogenized (spike to pop enemy CDs, bait counter-spike, pop CDs, re-spike for free/when safe) and why balance or spec additions feel incredibly arbitrary.

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