Jaden Stone scrie:
The game has a lot more to it than I had originally gave it credit for. This was the first time I've seen the potential for the format to actually be competitive and gave me a glimmer of hope that this game will be great. That being said, it's not there yet. The game lacks a few things right now and the first would be meaningful choice. Right now there isn't enough build customization and specialization in the game for me to see an ever evolving metagame to keep the playerbase interested for the long haul. The next issue I have is a lot of the skills are very basic in design and don't have any real play besides damage, bigger damage, area damage. The good news is that these two issues are being addressed in the trait system and cross class combination system. They said over 100 skill combinations were looking to be implemented and the newly designed trait system would give some much needed choice in customization and specialization to allow players to create personal roles in builds. The trait system will hopefully bring a lot of the GW1 feeling into the sequel and I'm really looking forward to the announcement and to see how they plan to approach it.
The next Issue I have is comeback potential. It seems really hard to mount a comeback right now, whereas in GW1 I felt as long as I were still in the game there was the potential to win at any disadvantage. When a team is at 400 points and I'm at 250 it feels like an uncrossable gap with no hope of victory. They seem to know this is a bit of an issue and seemed confident that by launch it wont be as big of an issue.
The cap point mechanics are actually really well done. The way it works is that points are really easy to neutralize, takes about 2 seconds. once neutralized no team is scoring from that point. To take it into your control it's about 20 seconds solo to start scoring from it. If even one enemy is in the capture radius, progress stops in the capture. Even if you have 5 people at the point, one person can halt progress. It brings in a lot of play of choosing when to make a point neutral and run away, when to try to hold against large numbers to slow the enemy team, how to use smart knockbacks and CC against overwhelming odds, and what fights to avoid.
I also really like the weapon system. The 10 second cooldown between swapping weapons has a lot of play to it and brings a nice flow to combat. You're never build down against another player and making the right decisions on opening engagement is crucial. Catching people in the wrong swap and also juking people into a bad swap has a lot of play to it. I really like the weapon skill system right now.
Elites are something I'm up in the air about right now. Game 3 against the devs I wasted my elite stupidly twice and it really hurt not having back at key times. This is what they were wanting from the system and I'll admit it is an interesting mechanic and a meaningful choice in the games. It's just having a skill I can only use 1-3 times a match feels like a waste of a slot, I'd prefer a more active skill that isnt as powerful that I can use more than a few times. All that said, it's not a bad thing to take from the dota games Ults and there is a lot of play to it and meaningful choices of use and how to play around someone using it.
The trebuchet was a game changer. In our match vs the devs they were communicating in advance where to line up the shots and choosing to fight with a numerical disadvantage in those spots and still win those fights. That let to them not only winning points with a man down, but outnumbering us at other points. They kept their necro at the treb, who spawned a minion army and has a ton of health, so it was really hard to 1v1 him and win. We needed to try to deny this from happening and we just did not dedicate enough effort to it. It really is a point of interest that cannot be ignored and has a lot of thought about when one needs to deny it, prevent repairs to it, and use it yourself.
The classes and class specific mechanics feel pretty solid. I played ELE for those matches but have had hands on all the other classes and know them well. I really like the attunement system and access to 20 skills from my weapon set, flowing through the attunements and making the right choices of what to cast felt really good. Spamming skills will not win you the game, you have to make fast choices and come up with some core combos through your 4 lines and keep track of your recharges to prevent a bad swap. It's actually pretty interesting. The necro is probably my next favorite mechanic. Death shroud has a lot of play, it basically functions as a second health bar and has good damage and utility skills attached as well. The necro already has a ton of health, 25000, and with the death shroud even more. It can be used to prevent bigger spikes of damage by swapping to it, then fill it back up slowly with other skills/ deaths around you. The engineer needs a bit of work in terms of his unique mechanic as it seems a bit shallow and the kits (besides flamethrower) are a little sub par.
so all in all, the game actually is pretty good despite being capture points. There is a lot more depth and strategy then I had originally thought and a lot of interesting play. The game is not there yet but it has the potential to get there. I'm really looking forward to the trait system and combo system, and arena net has shown that they will make dramatic changes if they find they just aren't happy with it.
PS Jaden este un membru al Rebel Rising [rawr], ghilda din GW1 cu cele mai multe gold capes (monthly gvg tournaments) castigate si a jucat la PAX impotriva echipei ANet. Post-ul lui provine de pe teamquitter.com.