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Originally Posted by agrios
If the assassin is some sort of melee damage dealer, this game will become much more like all others, with warriors being nothing more than meatshields. I really dont like this.
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...and what exactly is a Warrior right now, other than a one-trick-pony for IWAY builds?
ArenaNet needs to decide what kind of game they want to be...
a) MMORPG
b) Counter Strike - The Medieval RPG
c) Hybrid
Right now, Guild Wars is a Hybrid. You can see how both groups of players are pleased and disappointed at the same time. I don't know what CORPG is supposed to mean... you can file that away with other catchy video game terms... like Sega's "Blast Processing" for Sonic The Hedgehog.
MMORPG is a dirty word to many people. True, level grinding is bad. Monthly fees suck. Guild Wars doesn't have that. I'm totally cool with that. What I'm not cool with is the sense of immersion. The storyline doesn't move me. I don't feel like I'm in an epic struggle for the ascalonians. Except... EXCEPT... for pre-seering. When ArenaNet made level design more open-ended, the immersion felt better. Sorrow's Furnace is a bit like this as well... also a great area. Missions are not bad, but they feel too linear. Instancing is used too excessively.
PvP... it's lacking. You can't just pick up and go in Guild Wars. I'm sure ArenaNet truly believes in their idea for PvP. Yes, it is an interesting element to gameplay... but it's just too freakin' difficult for the majority of players. So... instead of dynamic combat, we have gimic builds. PvP should be about a WAR.
With that in mind, you can think of balancing for the Nika.
Linear maps + Stealth = easy win. That means ArenaNet has to get away from the "Follow the Yellow Dirt Road" syndrome. Stuff should blow up. Players should feel like they're fighting their way through a stronghold... or perhaps players should defend a stronghold. You know why Thunderhead Keep is such a hard mission for so many? It's because you actually have to think on that map. You can't just focus-fire and hope for the best. You have to watch troop movements, man the catapults, defend your borders... now that's what I'm talking about.
If you can just hide, what does that mean for PvP? The Underworld map in Tombs of the Primeval Kings is a perfect example. If I could just hide, I'll wait for the other team to get bored and drop. Don't tell me it won't happen. I spent hours holding players hostage, just to prove a point. That means Stealth will either be weak for PvP... or the rules of PvP will have to change.
I prefer the second option, as I really think Guild Wars could benefit from a global conflict. In a global conflict, stealth is useful... but not too overpowering. When you fight for territory... not kills... stealth is as it should be.