Anet should make: Variety > Specialisation

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

I'm not an experienced pvper by any means, but I find myself wishing for some game mechanics to encourage variety vs. specialisation in team builds.

Maybe its due to the poor level of the play that I've been in so far, but it seems to me that many successful builds are often something like 3xMo + 3-4xIdentical Other. Example include the outdated air spiking teams, or ranger-heavy teams now.

I find myself wishing for some sort of mechanic to encourage teams with lots of different classes/skills. Say, for example, if someone is hit with several lightning orbs in quick succession, they progressively do less damage.

Or the reverse, a spike of several different skills will experience a small bonus.

It would also be nice to add some more interaction effects between classes and spells. In some other games there are things where combining several skills together between players (by casting them in rapid succession or in sequence with a certain timing etc.) causes effects to trigger that the individual spells dont have. Some sort of meta-system that works between skill categories or class categories instead of just between specific skills.

(Eg. Any piercing attack followed by a fire attack spell causes XXXX to happen etc)

It's hard to think of how such effects can be explained in the GW world... but that's more because they haven't provided us with much of a Theory of Magic in the game, nor is there much use of "medieval combat game physics" either. (eg. Morning stars and flails have a chain to go over shields. Battle hammers are good vs. plate armour, because they crush the armor and make it injure the person inside, plus it disables its movement etc. Swords are nasty vs. lightly armored opponents. Rapiers pierce chain mail better than scimitars. Etc. etc.)

Kampfkeks

Krytan Explorer

Join Date: Aug 2005

It is allready this way. A team showing a wide variety will own any specialised team real hard. The problem is based in organisation. A specialised team is so much easier to pull off than a team based on variety, sadly thats why we mostly see the typical Elementalist/Ranger/Monk Builds out there.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

As in most games, someone finds a strategy and most people copy then. Then when you try and be original, people shoo you away.

Sturmkoenig

Sturmkoenig

Ascalonian Squire

Join Date: May 2005

dBA

Me/R

well i'd love to see sth that pulls of an all-ranger/spike/all-W team, BUT your suggestion would make the hard tomb combate even more chaotic and unplanable than it is now.
it could be more realistic if made right, but NO1 would be able to play it without a great potion of luck!
there could be a hundert thousands of mechanisms and who could remember them all or engage them by will and not by chance??