Guild Wars 2 Press Beta [Prepurchase Is Live]

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Not only is it better to have more professions at your disposal to form teams with, the best way to learn how to counter a build is to play with it!

My top 5:
Necromancer, Thief, Guardian, Mesmer, Elementalist
 
Not only is it better to have more professions at your disposal to form teams with, the best way to learn how to counter a build is to play with it!

My top 5:
Necromancer, Thief, Guardian, Mesmer, Elementalist

While this is extremely important, I believe in the end, player timing and skill will be the deciding factor. Dodging away from a simple AA vs a massive AoE or KB will greatly differentiate the players ability. I guess it's exactly what Lumination stated. =)
 
Why do you need to play 3-4 classes for PvP? I definitely plan on playing 2 (Thief for ganking stragglers and supply lines, Engineer for keep defense/taking.......Speaking in terms of WvW. I won't step foot in "organized PvP").

Ah yes sorry, I meant that for 5v5. For WvW it's not that important I guess.
 
While this is extremely important, I believe in the end, player timing and skill will be the deciding factor. Dodging away from a simple AA vs a massive AoE or KB will greatly differentiate the players ability. I guess it's exactly what Lumination stated. =)
Still need to familiarize with as many classes as possible. Each class is unique in many respects even though many abilities sort of bleed with the customization. However, any serious PvP crew is not going to allow someone to play a "similar" build with their prof of choice when the desired is proven better. However as I said, not all PvP teams are like that. But the ones who top ladders absolutely are. If there is a spot for a ranger, you better know how to play a ranger. Player skill will determine if you are invited again, etc...

It kind of sucks though. There is a huge difference between high-level PvP and PvP. Part of high-level PvP is always elitism and being "choosy." All of a sudden players are ranked in your brain and you eliminate based on performance. Many players who claim to be big PvP players might equate it more to time then assimilating with the elite crap. Usually the response is "I don't want to take it that serious" etc... There's actually so much wrong and stupid about the reality of high-level PvP.
 
Still need to familiarize with as many classes as possible. Each class is unique in many respects even though many abilities sort of bleed with the customization. However, any serious PvP crew is not going to allow someone to play a "similar" build with their prof of choice when the desired is proven better. However as I said, not all PvP teams are like that. But the ones who top ladders absolutely are. If there is a spot for a ranger, you better know how to play a ranger. Player skill will determine if you are invited again, etc...

It kind of sucks though. There is a huge difference between high-level PvP and PvP. Part of high-level PvP is always elitism and being "choosy." All of a sudden players are ranked in your brain and you eliminate based on performance. Many players who claim to be big PvP players might equate it more to time then assimilating with the elite crap. Usually the response is "I don't want to take it that serious" etc... There's actually so much wrong and stupid about the reality of high-level PvP.

Seeing as this will be very different from the norm, maybe we'll see a little less of it but I doubt it. Elitism is alive and if you want to be the best then you'll probably have to do some calculations. I'm really hoping there'll be a vast variety of builds that are equally viable in pvp and not just one or two.
 
Seeing as this will be very different from the norm, maybe we'll see a little less of it but I doubt it. Elitism is alive and if you want to be the best then you'll probably have to do some calculations. I'm really hoping there'll be a vast variety of builds that are equally viable in pvp and not just one or two.
That's exactly what you want to hope for. You want a palette of choice. But as I said, most PvP groups adopt meta and run their own shit. It just takes a lot of work to organize your own unique builds. A lot of them keep changing, your tactics move, you even drop spots, or drop the build altogether, etc... So 3-4 builds from a single group is not going to happen. At best you run with 1-2 sort of unique team builds and whore out to some meta. So you have to hope that the meta either evolves, is expansive, or extremely flexible. And I will say that the more customization you give, such as the added trait lines, the more likely you are to have stricter meta. It is much easier to specify "themes" instead of builds like I did with my stun-lock/ele builds. I have so many more in my head and that is only with what I currently see.

So my new concept is "theme wars." It isn't specifically built on classes but themes of gameplay. It opens things up to uniqueness but at the same time the meta gets stricter. This is because the latest theme will just be attached to the latest meta gimmick. And most people won't have the imagination or strife to work it better. Then you devolve into 95% teams either running a counter to the meta or the meta. This runs its course until a patch.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.
 
I haven't thought much about it to be honest, I haven't seen anything that makes me think it will be crap so it's just another feature I'm willing to test.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.

Since there's no dedicated healer, you and your teammates are probably going to be dying quickly and frequently. Self-preservation is going to be far more difficult in GW2 than most other MMOs, so I think having a shot at being revived or reviving yourself is a good trade for healers or damage sponges. It also encourages your party to pay attention to who gets downed, and when, making for more effective teamwork.
 
Since there's no dedicated healer, you and your teammates are probably going to be dying quickly and frequently. Self-preservation is going to be far more difficult in GW2 than most other MMOs, so I think having a shot at being revived or reviving yourself is a good trade for healers or damage sponges. It also encourages your party to pay attention to who gets downed, and when, making for more effective teamwork.

That and in PvP it adds strategy because you can down a guy and toy with him because the longer he's down means it will be a longer period of time till he comes back giving your team a numbers advantage for a longer period of time than had you killed him right off. Obviously you won't want to do that every time, but it's another layer of strategy to think about.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.

I love that they added a downed state as it removes the suddenly binary outcome of scenarios and encounters. (This is something they've been working to change since midway into GW1's release.)

But I am sure it will get continual tweaking. I also imagine kills will be less important to score. You could get points for sending someone into Downed State and then a bonus for whoever finishes them.
 
My class choices:
Necro
Guardian
Ele
Thief
Last one up in the air, maybe Mesmer.

I'm playing classes in that order. Necro is pretty much a lock.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.

Still pretty against it being in PVP in it's current state. In PVE it's fine and adds an extra element, but I feel in PVP it takes more away than it adds. But this feeling is completely from watching videos. To see its full effect on PVP will take time, I just don't think it will work as of now.
 
I'll be an Engineer. I love the concept, and the options. Turrets are cool, and the potential for up to 30 skills at once (if 4 kits are equipped) is pretty nice.

Afterwards, Ele (the vast breadth of skills is also its main appeal) or Mesmer (confusing the enemy into not telling you from your phantasms apart is a great concept)
 
i say to anyone going theif, lets join up and go 5v5 PvP.

ALL #THEIF_TEAM IS GO!

Thief, not Theif.
Rogue, not Rouge.

SPELL CORRECTLY DAMMIT!

lol

My GF usually plays Mages in games but Engineer draws her for some reason. I think it's the flamethrower.

Chicks dig the flamethrower.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.
Awful in its current state for PvP. Very good and logical for WvW/PvE.
 
I find the downed state to be fine the way it is in both pve and pvp. Gives you a way to rally back from a close battle in pve which is nice. Also, your allies can assist you in pvp but you're not going to be enough of a threat to do much. It's also very easy to finish off someone in pvp so I don't see it being much of an issue.
 
What are everyone's thoughts on the downed state? I don't quite understand why it's in the game and it seems bizarre to have something like that in pvp. It also seems to be disadvantageous for ranged characters who will likely have their kills "stolen" by melee characters who can finish downed enemies faster by being in closer proximity to them.

I'm not going to really knock it until I try it, but it doesn't appeal to me and seems like a strange design choice that no one really asked for.

i like it...for pve it will be awesome, but for pvp im having mixed feelings about it, will just have to try it out and see for ourselves. i think we're just unsure about it because its something new. it doesnt really look like it will be a bad feature, but it might be a little frustrating in pvp if you dont get any points unless u completely kill them. then i can see how people will get mad. i think you should get some credit for downing someone and more for finishing them off. like someone said earlier, it might not be a big deal for melee but might be a bit unfair for ranged.
 
Points are the least of the worries for PvP. Downed state is point[less]. There should be no finishers and the timer should be short. Your own team should have a short duration to resurrect the downed teammates at the cost of risking their own health/lives. The downed player shouldn't be able to do anything either. They got beat, so just sit there and like it. A simple green/yellow/red arrow above the downed player should also cue in their own team on the resurrection possibility; red meaning it is too late.

At its current state, you are asking players who took down an opponent to put themselves in harms way to claim the scalp. Or have guardians swoop and steal your prize. People will defend it calling it some meta but that's just silly. It is trying to make a mini-game out of a feature that makes zero sense in the context of player vs. player. Somebody make sense of having to run up next to somebody and pull off a 5 second cast to claim the kill all while endangering your character probably in the worst possible way in PvP as a punishment for success. I'd love to hear it.
 
Points are the least of the worries for PvP. Downed state is point[less]. There should be no finishers and the timer should be short. Your own team should have a short duration to resurrect the downed teammates at the cost of risking their own health/lives. The downed player shouldn't be able to do anything either. They got beat, so just sit there and like it. A simple green/yellow/red arrow above the downed player should also cue in their own team on the resurrection possibility; red meaning it is too late.

At its current state, you are asking players who took down an opponent to put themselves in harms way to claim the scalp. Or have guardians swoop and steal your prize. People will defend it calling it some meta but that's just silly. It is trying to make a mini-game out of a feature that makes zero sense in the context of player vs. player. Somebody make sense of having to run up next to somebody and pull off a 5 second cast to claim the kill all while endangering your character probably in the worst possible way in PvP as a punishment for success. I'd love to hear it.

Bro, I completely see what you're getting at and I sort of feel the same way. The only real fix would to be just to disable the downed state in pvp. It's true, when you're dead, you're dead. I'm sure it's going to be tough balancing it for pvp but maybe they'll do just that(disabling it I mean).
 
Points are the least of the worries for PvP. Downed state is point[less]. There should be no finishers and the timer should be short. Your own team should have a short duration to resurrect the downed teammates at the cost of risking their own health/lives. The downed player shouldn't be able to do anything either. They got beat, so just sit there and like it. A simple green/yellow/red arrow above the downed player should also cue in their own team on the resurrection possibility; red meaning it is too late.

At its current state, you are asking players who took down an opponent to put themselves in harms way to claim the scalp. Or have guardians swoop and steal your prize. People will defend it calling it some meta but that's just silly. It is trying to make a mini-game out of a feature that makes zero sense in the context of player vs. player. Somebody make sense of having to run up next to somebody and pull off a 5 second cast to claim the kill all while endangering your character probably in the worst possible way in PvP as a punishment for success. I'd love to hear it.

that's true and i also agree with your statement...this isnt really a matter of who is right and wrong, i guess its more of a preference. its one of those love it or hate it things. i also see where anet is trying to go with this feature...they are trying to instill tons of teamwork on everyone. ive never played a team based pvp game within an mmo where everyone actually uses any type of teamwork or communication whatsoever. everyone just thinks they're billy badass and tries to lone wolf the whole match to be the top player and not caring about teamwork and objectives. i can see how having this feature will deff improve everyone's teamwork and communication. also its just human nature that when you see a downed teammate that you rush to his aid or you see a downed enemy player and you wanna go finish him off. so this can also be used as strategy. sure theres some negatives but theres also some positives to having this feature as far as i can tell....either way if they keep it or decide to do away with it, i wont care... it wont affect me playing this game...its not a game breaker for me
 
i also see where anet is trying to go with this feature...they are trying to instill tons of teamwork on everyone.
I don't believe they are. IMO ANET created the downed state for PvE/WvW. It just makes sense. Sure, they heard feedback in the beta of the perpetual downed state but otherwise there are no issues. It had enough time invested in it for a unique skill bar, animation set, and a few different gameplay dynamics. So during this, ANET was organizing their PvP system. So now what? ANET has talented members and surely saw the issues we are describing. Yet in the end, nothing was altered.

Why? Well, call it an over-reactive theory if you want but I just think they shoehorned it in. "Can't we just leave it as is, as long as the opponent can do a meteor shower type animation cast to cancel out the state?" It sort of goes with the territory they are paving. PvP feels absolutely lazy compared to other modes. It took the worst PvP mode from GW1 (this is not arguable FYI), put in one map (which looks boring), and added a few set pieces. That's it. So is it too far-fetched that they didn't feel they needed to overhaul a feature they put in many hours to hone when everything else in PvP is basically an afterthought?

Just my theory of course but the circumstantial evidence...
ive never played a team based pvp game within an mmo where everyone actually uses any type of teamwork or communication whatsoever.
That was GW1 PvP in a nutshell. Team success was personal success.
i can see how having this feature will deff improve everyone's teamwork and communication.
No need. There are plenty of opportunities already to institute teamwork and communication. Maybe if downed state makes sense as is but it doesn't. So it should be overhauled just like refund system 2.0. When is it ever right to punish players for succeeding or wanting to experiment with the game they bought? The answer is never and that's why work should be done.

Also, don't take me quoting you to mean that I'm trying to pick apart your posts. I'm simply using them to bring up some points. We sort of did this song and dance before though. ;)
 
Communication and teamwork can actually go a long way. Two friends and I were PvPing while leveling a Warlock, Hunter, and Paladin in WoW. We ABSOLUTELY DOMINATED the 30-80s brackets, I mean DESTROYED that shit. I got the Ironman achievement probably 15x over (carry the flag and cap 3x in a match without dying) because of our little trio. During a game of AB, the three of us held off the mines against SIX people all with me healing in protection spec. I felt SO bad for those six guys but god damn was it hilarious that we could stomp their asses due to teamwork.
 
Also, don't take me quoting you to mean that I'm trying to pick apart your posts. I'm simply using them to bring up some points. We sort of did this song and dance before though. ;)

oh no worries, its just a small healthy debate if you will, on a feature we have little info on and have only seen in action in press beta videos. you bring up very good valid points as well. we just have to wait and see how it will hold up come launch and if any changes will be made to it at any point from now until launch and going into post launch once enough people start complaining/not complaining about it. they did make one change as far as i know since the press beta ended which basically lets you revive yourself when your down as long as there are no enemies in the near area around you. we'll see what else they do/dont change to the downed state feature.
 
I think the downed state is perfect for PVP as well.

I know you're used to the "ha, I beat you, suck it up!" feeling, but if the other players can rout you and get their buddy back, it can cause a turn around. That, in my opinion, is much more satisfying than just outright winning.

And if the opponents can press the advantage and scare off the defenders who want to rez their teammate? Take 5 seconds and slam him into the dirt.

PVP will change and adapt.
 
I can relate to Jiras comment on teamwork. It's important in all games but I see it being especially important in GW2 for the timing of symbols, cross combos, aoes and stuns. Get it all down with a solid group and you're a force to be reckoned with.
 
I know you're used to the "ha, I beat you, suck it up!" feeling, but if the other players can rout you and get their buddy back, it can cause a turn around. That, in my opinion, is much more satisfying than just outright winning.
That's resurrection and perfectly viable without all the downed state strings.
And if the opponents can press the advantage and scare off the defenders who want to rez their teammate? Take 5 seconds and slam him into the dirt.
Which relies on a kill now being tied to amassing an army capable of pushing the advantage. Makes no sense.
I can relate to Jiras comment on teamwork. It's important in all games but I see it being especially important in GW2 for the timing of symbols, cross combos, aoes and stuns. Get it all down with a solid group and you're a force to be reckoned with.
If regarding the current topic, for all the wrong reasons. Plenty of merit elsewhere though.
 
That's resurrection and perfectly viable without all the downed state strings.

Which relies on a kill now being tied to amassing an army capable of pushing the advantage. Makes no sense.

If regarding the current topic, for all the wrong reasons. Plenty of merit elsewhere though.

Resurrection is too long to do. This is much faster.

And you don't have to amass an army, even in simple 2 v 2 or 3 v 3 you can do something about it.

EX: Guardian has one of the abilities that keep players out. Or even the Staff's wall of force ability. If you're in a tunnel, a buddy goes down, drop the wall, help your friend rez, and you've got it.

There's so much strategy involved here. And instead of the player who was killed going back to a graveyard and such, he can rally back and get with it.

Can work in 5v5 as well. Player goes down, other team mates have back up measures to fix the problem. Other team has tactics to try to separate the team from the downed ally.

EDIT: I guess what I'm getting at is that the downed state changes the dynamic of the combat. Suddenly it's not about managing tactics against a full group of opponents, it's keeping the pressure up while trying to maneuver the opponents away from their ally.
 
Just general teamwork.
Yea, I know. I'm just referring to the preceding post which was awfully "timely."
Resurrection is too long to do. This is much faster.

And you don't have to amass an army, even in simple 2 v 2 or 3 v 3 you can do something about it.
Downed state and resurrection aren't that much different. The behaviors can be equivalent if the timers are matched. One just might have a squirming animation. But putting that aside, I can certainly see all the possible dynamics of this system. I wrote plenty on them in previous posts. But that doesn't change the idea that the system itself makes no sense whatsoever. It's ill-placed and should stay in the modes it was designed for.

ANET could also drop a bunch of lollipops from the sky to give every player a sugar rush who eats 100 increasing all stats by 10x. But that doesn't mean I'm going to think it is a good mechanic due to all the possible offensive and defensive lollipop eating maneuvers.
 
Yea, I know. I'm just referring to the preceding post which was awfully "timely."

Downed state and resurrection aren't that much different. The behaviors can be equivalent if the timers are matched. One just might have a squirming animation. But putting that aside, I can certainly see all the possible dynamics of this system. I wrote plenty on them in previous posts. But that doesn't change the idea that the system itself makes no sense whatsoever. It's ill-placed and should stay in the modes it was designed for.

ANET could also drop a bunch of lollipops from the sky to give every player a sugar rush who eats 100 increasing all stats by 10x. But that doesn't mean I'm going to think it is a good mechanic due to all the possible offensive and defensive lollipop eating maneuvers.

To cut out a mechanic they obviously want to foster a new kind of PVP in general is kind of silly at best - it's cutting off a part of the game entirely just to satisfy the need to fit a specific mold of gameplay.

IMO if they can create it and it works, which it does, why try to have them essentially "lock" a portion of the game away? It would mess with your general "take" on the game and might mess with your mind in regular areas of the game. If you play PVP a lot then slip back into PVE, you would start to forget the rules of downed state and the merits of going back for that downed person.

EDIT: Essentially, the game needs to stay cohesive rather than "make sense", as you say. I can see how it makes sense and fits in particularly because I don't have my ideas of "what does and what doesn't work in PVP" slanted by previous experiences. I'm open to trying it and seeing how it fits within the standard. Or it makes a new one.
 
EDIT: Essentially, the game needs to stay cohesive rather than "make sense", as you say. I can see how it makes sense and fits in particularly because I don't have my ideas of "what does and what doesn't work in PVP" slanted by previous experiences. I'm open to trying it and seeing how it fits within the standard. Or it makes a new one.
GW1 had PvP only skills and ANET has not ruled them out for GW2. That isn't very cohesive right? And the nature of PvP is never cohesive with PvE. They might as well be different games most of the time. It's an obviously out of place mechanic. And isn't difficult to design a custom downed state which actually makes sense for PvP. So I fail to see how it can be " satisfactory.". It needs serious work.
 
Right now I'm just trying to keep an open mind with the Downed State mechanic. Obviously I've seen it in action from the various vids but I still dont have a feel for it. Right now I plan to give it every chance to make an impression either way. It seems fine right now.
 
To me it just doesn't make sense for them to talk so much about esport, but then have the downed state in pvp. It just doesn't fit. You're talking about a community that gg's at the second they can't come back in a match. They just won't do things they see as pointless. I know the kill isn't everything in these types of matches but unless there is no one around there is no chance that those downed people will be brought up by an ally. If it isn't going to be used unless it's risk free than there is no reason for it. Most competitive players will most likely just see it as a unneeded risk to help a downed player unless there is no one around.
 
To cut out a mechanic they obviously want to foster a new kind of PVP in general is kind of silly at best - it's cutting off a part of the game entirely just to satisfy the need to fit a specific mold of gameplay.

IMO if they can create it and it works, which it does, why try to have them essentially "lock" a portion of the game away? It would mess with your general "take" on the game and might mess with your mind in regular areas of the game. If you play PVP a lot then slip back into PVE, you would start to forget the rules of downed state and the merits of going back for that downed person.

EDIT: Essentially, the game needs to stay cohesive rather than "make sense", as you say. I can see how it makes sense and fits in particularly because I don't have my ideas of "what does and what doesn't work in PVP" slanted by previous experiences. I'm open to trying it and seeing how it fits within the standard. Or it makes a new one.

Go play a game where the single and multiplayer mechanics are the exactly the same. Because you won't be playing Battlefield, Halo, CoD, ME3, etc.
 
To me it just doesn't make sense for them to talk so much about esport, but then have the downed state in pvp. It just doesn't fit. You're talking about a community that gg's at the second they can't come back in a match. They just won't do things they see as pointless. I know the kill isn't everything in these types of matches but unless there is no one around there is no chance that those downed people will be brought up by an ally. If it isn't going to be used unless it's risk free than there is no reason for it. Most competitive players will most likely just see it as a unneeded risk to help a downed player unless there is no one around.
Yes, I've mentioned this before and it is very valid. I was countered with the idea of "strategizing" around the risk/reward. However, I kept repeating that any high level PvP team is not even going to bother playing that game. They will pre-calculate and execute nullifying the implementation.

EDIT:
Well "nullifying" is the wrong term. More like statically working around a set-piece instead of a game mechanic.
Also those games aren't MMOs. So there's that.
While his comparison is a bit off-kilter, it does bring up the point of GW2 relating to the FPS style. In an FPS when you take down an opponent, many games have revive systems or something similar to downed state. However, when have you ever heard of being required to run up next to an enemy to finish them off? You'd get murdered instantly. Now, GW2 is different since you can tank DPS and maybe pull it off. That is part of the weird "strategy" that is being theorized. However, does that really change how silly its behavior is? Would an FPS make sense to have run up close 5 second knife kills? Would it be more legitimate if you could take on 100 bullets similar to how you can endure in GW2?

No, none of it makes sense. Any dynamics you pull from this feature is branching out on something that is fundamentally flawed. I'm not going to harp on this any longer but downed state needs to be overhauled for PvP. I do not have to try out a feature that is objectively nonsensical and only hope ANET wises up.
 
Also those games aren't MMOs. So there's that.

But ESport type games do it, and if ANet has any desire for the structured PVP to become one they will need to do it also. Starcraft does it with certain units and upgrades not in multiplayer, the competitive communities for FPS games do it by banning certain things in competitive play. GW1 did it and ANet has even talked about doing it with skills in GW2.

It just makes no sense for a game mechanic that will either rarely be used, or will slow down gameplay to remain in pvp. It was obviously put in the game with PVE and WvW in mind, there is no reason to shoehorn it into PVP just for the sake of being cohesive.

Yes, I've mentioned this before and it is very valid. I was countered with the idea of "strategizing" around the risk/reward. However, I kept repeating that any high level PvP team is not even going to bother playing that game. They will pre-calculate and execute nullifying the implementation.

EDIT:
Well "nullifying" is the wrong term. More like statically working around a set-piece instead of a game mechanic.

I think I was around for that same conversation. I completely agree, in a competitive game the team that goes down a player will just come up with a way to nullify the loss. They will either fall back or have some kind of rush where they have the numbers to regain the balance. It just won't appeal to a team to risk losing another guy to get a player back if that inbalance can be made up in some other way.

While his comparison is a bit off-kilter, it does bring up the point of GW2 relating to the FPS style. In an FPS when you take down an opponent, many games have revive systems or something similar to downed state. However, when have you ever heard of being required to run up next to an enemy to finish them off? You'd get murdered instantly. Now, GW2 is different since you can tank DPS and maybe pull it off. That is part of the weird "strategy" that is being theorized. However, does that really change how silly its behavior is? Would an FPS make sense to have run up close 5 second knife kills? Would it be more legitimate if you could take on 100 bullets similar to how you can endure in GW2?

No, none of it makes sense. Any dynamics you pull from this feature is branching out on something that is fundamentally flawed. I'm not going to harp on this any longer but downed state needs to be overhauled for PvP. I do not have to try out a feature that is objectively nonsensical and only hope ANET wises up.

How you bring up fps is the exact way I was saying to maybe fix it. Just get rid of the channelling mechanic in pvp. If you don't have to channel a skill to finally put the person down sort of changes the dynamic a little. You still have the problem from above where the team would rather figure out a different way than help a downed player, but without the channel outnumbered people have a better chance in fights.

This just screws with PVP too much. Sure I am willing to give it a chance, but right now I just don't see anything good about it in PVP that validates the bad.
 
All I'm saying is that to arena net, the downed state is necessary for turn arounds in pvp. I don't think they'll eliminate it entirely.
 
I just thought of another issue with the downed state, and I am not sure if it has been addressed yet. Is there a set amount of time that you stay in downed state before you die? I know if the heal gets interrupted it has a CD, but does the person then start losing health?

If not, what stops a person from the apposing team not killing that person but just making sre the person doesnt get the heal off? You could potentially take the team down a person as long as you can if no one comes to help.
 
I just thought of another issue with the downed state, and I am not sure if it has been addressed yet. Is there a set amount of time that you stay in downed state before you die? I know if the heal gets interrupted it has a CD, but does the person then start losing health?

If not, what stops a person from the apposing team not killing that person but just making sre the person doesnt get the heal off? You could potentially take the team down a person as long as you can if no one comes to help.

The downed state works like in Left 4 Dead or Borderlands. Once you go down there is a countdown timer, if you are not revived then you go to respawn.

Unlike the above two games you can now self revive using that heal as long as you aren't interrupted (though maybe this is only for PvE and WvW?). Similar to Borderlands (but unlike L4D) if you manage to kill someone while in the downed state you get revived.
 
The downed state works like in Left 4 Dead or Borderlands. Once you go down there is a countdown timer, if you are not revived then you go to respawn.

Unlike the above two games you can now self revive using that heal as long as you aren't interrupted (though maybe this is only for PvE and WvW?). Similar to Borderlands (but unlike L4D) if you manage to kill someone while in the downed state you get revived.

Ok, I figured there had to be. So still you will be able to keep someone down, just for a set amount of time. This is about the only strategy I could see coming out of this in PvP, keep a player in downed state for as long as possible.

Edit-Let me be clear though, I don't want to sound too negative at all. The downed state is literally my only big question mark on this game. I'm just not a big fan of it. Plus we need some negative in this thread sooner or later...
 
Ok, I figured there had to be. So still you will be able to keep someone down, just for a set amount of time. This is about the only strategy I could see coming out of this in PvP, keep a player in downed state for as long as possible.

Edit-Let me be clear though, I don't want to sound too negative at all. The downed state is literally my only big question mark on this game. I'm just not a big fan of it. Plus we need some negative in this thread sooner or later...
But we know that if you keep putting them back into it, they get closer and closer to not getting up.
 
But we know that if you keep putting them back into it, they get closer and closer to not getting up.

I'm just meaning interrupting the self heal. From all that they have said it seems like all it does is cancel the heal, so as long as you give them a hit or two after so long they shouldn't have enough time to use the heal. Either because the CD or they have too much health gone and not enough time to channel it.
 
I hope they make it so you get credit for the kill the moment you down someone, even if they are not finished off. I have not played GW1 in pvp. Did you get credit for the kill even if the player was rezzed during the match?
 
Can someone link to an article or blog post that explains the mechanics of downed state?

Cause from the surface of it, I don't see much difference in being "downed" vs. being "killed" in other MMO's. You can still rez the dead in say WoW, which requires an out-of-combat cast (and can't be interrupted during, so no different than a channeled spell).

The main difference I see is that downed players can still use some abilities to help their teammates, although limited, so they're not just sitting at a "release" dialog waiting for a rez. Sounds fun to me. Also means opponents still need to be aware of those they already knocked out from the fight.

If there's a way for the downed player to self-revive though, that imo should be eliminated from PvP.
 
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