Feedback:User/Kormon Balser/Wind
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User | Kormon Balser |
Categories | Player vs. Environment Mechanics |
The more tactical elements available for GW2, the better. There have been too many times I have been backed into a corner by monsters, dp, and other unfortunate circumstances and been unable to escape because there was nothing left I could do, and the tactics I used wouldn't affect the game much. Fortunately, I could just rezone and start over using different skills and everything would be better. Because GW2 will be mostly persistent, this will provide a problem. Tactics that normally have a small effect on gameplay could be a large benefit to groups willing to take the time to utilize them, while not having a serious negative affect on players who don't care about tactics (and the overall effect would be neutral).
Just like how arrows are more accurate and have a longer range when shooting downhill provides a nice tactical advantage/element, I think a neat tactical element would be to have wind. It could be randomly generated with a random wind speed and direction (possibly even make prevailing winds). The wind would probably have to be different on different servers. It could either affect the speed, direction, or accuracy of projectiles (again, just a small affect so as not to frustrate players that insist on playing as rangers and using only a shortbow and longbow). Employing the proper tactics, a party may want to attack a patrol of ranged monsters so that the monsters either have a crosswind or a headwind. By the same token, parties composed primarily of ranged attackers may want to consider attacking a particularly difficult group of monsters from a direction so that the wind is at their backs empowering their projectiles.
I realize that this may be too difficult to implement into the game, but if it isn't, then some graphics depicting the direction and speed of the wind would be nice. Also, what might happen to a Flamewall in a dry meadow full of monsters when the wind blows?
- ars bene valere semper!