Feedback:User/Messenger/Cross-Class Combos: Consistency

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This is in reaction to this blog update. I understand that the Cross-Class Combo System is still very much in development. I just wish to call attention to the example used.

The combo of Frozen Ground and Stomp generating Armor of Frost does not make sense or is too much of a stretch. How does throwing up a harmful spray of ice and snow grant magical protection to allies? Frozen Ground is a negative effect against foes, applying the Chilled condition on them. Stomp is also a negative effect,Launching foes into the air, off-balancing and disrupting them. Put together, the latter should throw up the negative effect of the former- instead, it applies an unrelated and even positive magical effect on allies. I'd expect something more directly linked to the combination, such as Blind, Immobilized or Vulnerability as a result of not just magical frost on one's feet but on one's entire body (especially one's eyes- ouch!).

I can understand how Leaping Death Blossom (negative, damaging effect) can spread the recuperative powers of Symbol of Faith (positive effect). It's not hard to imagine a Thief's acrobatics whipping about and throwing out the healing energies of Symbol of Faith. Ricochet through a Firewall is also understandable being both negative effects.

More than just a critique of Frozen Ground + Stomp = Armor of Frost, what I really ask for is consistency and believability (for lack of a better term, especially in a fantasy world filled with magic, monsters and adventure). I think the Cross-Class Combo system is a great idea as far as making Guild Wars 2 an even more social and tactical game, but even while it's being worked on, the construction of its combo effects should be careful and appropriate.