Hello,
I'm back with a few suggestions, some things that I consider issues with the gameplay, or outright bugs, that I want to bring to the devs and players attention. Specifically,
- Frozen soil needs to be shown to dead players that are in it's range. This would reduce the frustration of people that are dead and asking to be ressed, as well as those who are alive but simply cannot do it.
- Timed round needs to end if all foes have left. On competetive arenas the map on which you win by scoring more kills than the opposite team, the round does not end even if all the players of the opposing team have left the arena. This sometimes leaves the other team with several minutes of just waiting for the round to end.
- It would be best to limit competetive and team arenas to characters at levels 15-20, or even possibly only allow level 20 players to play. At the least one should display a warning to players under optimal level. More than once I and others have ended up with a level 10 player, or even lower in our team. While I do not otherwise have anything against it, these characters simply do not have enough hitpoints to survive when everyone else is level 20. This in turn becomes quite catastrophical on the timed rounds, where you win based on the kills of your team.
- There seems to be a problem with the edge detection/lag compensation of Guild Wars. Quite often while trying to cross a bridge or other alike narrow passage, especially when coming from the side of the edge, you end up rubberbanding right back to where you started from only a moment later. Attempting to cross a bridge three times, only to find yourself still being mauled by a warrior, becomes a bit frustrating. This problem has been witnessed on a good quality connection, so it is not only an issue of network lag.
- Spells being cast seem to often get aborted if one selects the spell while already moving and then letting the character run up to the target on auto. This results in a small twitch motion when the character stops to cast the spell, and the spell fizzling out. While not a major issue the majority of the time, it is just as likely to happen when you are trying to cast a 25 energy spell with exhaustion, which does indeed wreak havoc on your energy when you have to cast the spell again. Sometimes this also happens when the character has been ordered to attack a moving target with a conventional weapon, and attempting to cast a spell a moment later. This could possibly be fixed by forcing the character do a full stop if the skill in question is not a stance, shout or alike. Or possibly recovering the energy/exhaustion if the skill is aborted almost instantly.
- Reset skills to being available on respawn at the timed rounds. Since the idea at this map seems to be that players spawn back in full strength, the skills also should be reset. Otherwise a player may end up having to go back into the battle without the skill that is the very base of their build, simply because they used it right before they died, or maybe even got interrupted. This has happened to me personally several times with the illusionary weaponry enchantment, as well as a few others, getting thrown into the fight with the skill still in a 30 second cooldown. Though, this does possibly provide a problem with hexes or spells that still remain active after the player has died. This could possibly be solved by choosing whether to reset the skill or not, based on if the skill is still active after the players death. (I know that some skills at least track who has cast them and end if they die.)
- Do not put replacement players in the first slot. If for an example a member of a competetive arena group drops after they have been playing a long time together, it would be best if one of the original team members would be set as the leader. Having a random person drop in as the leader, losing and ending up at the team arenas where the random person who doesn't listen instantly hits "Enter mission" is very inconvenient. Considering the rest of the original team might want to change their build or leave. Substitute players should preferrably be put at the very end of the team rather.
- Overpowered fragility build. There is currently an overpowered build based on fragility on the loose, and you cannot really avoid coming across several of them if you play a few more rounds of competetive arena. The damage output of the build literally kills a caster with one short attack combo. First fragility is cast on the target and then the player follows up with a condition causing spell such as phantom pain, ending it prematurely with shatter delusion and causing deep wound. Then it is followed up by virulence which causes two more conditions, and possibly further spells with high degen, more conditions or some other variety. The effect is the conditions causing several hundred points worth armor ignoring damage in a very short time, and then the high degeneration finishes the player off within moments. While there are a few ways to counter this build, it implicitly forces a player to carry a skill or two if they wish to avoid getting instant killed the moment one of the fragility clones enters the arena.
-------- And a few other suggestions of some lesser importance --------
- Ability to view party members quests and markers. This would be a welcome addition when helping new players or a friend with their missions, while having already completed them oneself.
- Copy into clipboard from game chat text. Sometimes friends share long links and other information that would be nice to just copy, instead of having to type the whole thing again.
At the same I would like to take the chance to thank you for your work. The recent big update with balance changes, permanent faction gain and the new content you have released to the Guild Wars community for free have been gladly received.
Feel free to discuss, anything said here is of course just my opinion based on my current viewpoint.
- KanRyu
K
