Feedback talk:User/Sparky, the Tainted/Interruption (GW2)

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Indeed. — Raine Valen User Raine R.gif 7:20, 29 Jan 2011 (UTC)


I think you're looking at things the wrong way. Interruption isn't taken out of GW2. In fact, GW2 has kind of "interruption plus" -- dazed, fear, knockdown, knockback, launch (and a few others, I think) will all interrupt a skill if it is applied whe the skill is casting. In fact, they will interrupt a skill before it's cast because you can't begin to cast while you're flying through the air or on your back. Don't be sad cause your vanilla interrupt had some chocolate syrup poured on it! Protection prayers is taken out because it was the sole realm of the monk. I will miss it too, but don't worry -- ANet has given us something in return. Now everybody has prot - although some of it is more substantial than prayers! However, the idea remains in tact - proactive defense. You put the defense in place before the opposition has a chance to damage your friend. But now, it's even more visual and spread out among the whole team. Does your warrior see enemy frontline moving in to mash your mage? He can't do that if you hammer bash him to the ground! That's protection, GW2 style! --Silverdawn 10:10, 29 January 2011 (UTC)

I think you are jumping to conlusions as well. The old style of interruption worked like this:

  • Choose target
  • Watch target until skill is cast or cast hex with potential interrupt.
  • React to caster by interrupting target.

I believe that style of reactionary interruption is gone. However, skills that don't require choosing a target for interrupts may still be in. These skills will likely be more position oriented. I came up with my vision for a mesmer and would welcome you to give feedback on that.

--Thalanor Thornhale 06:04, 2 February 2011 (UTC)

Interrupts ARE very ping dependent for many people. Maybe from your perspective it is easy but ping is something that divides population on those who can land 'rupts consistently and those that simply can't, and in higher level pvp consistence is what matters - I'm sure Anet wants to level the playing field for everyone gw2. They're trying to move the game away from ping and reflex based in favor of quick decision making and tactical smarts. Thats what they mean by "visceral".--159.230.129.141 21:03, 14 February 2011 (UTC)

When it comes down to it, people with faster pings will always be at an advantage unless the game is turn-based. — Raine Valen User Raine R.gif 21:12, 14 Feb 2011 (UTC)
Right, but the advantage is much greater with interrupts compared to most other mechanics. Obviously you'll never completely equalize players with different connections, but hopefully they find a good compromise that is neither twitchbased nor turnbased.--Rukh 17:48, 16 February 2011 (UTC)
Obviously, there is not going to be a compromise. GW2 has exclusively been described as twitch-based so far, but interrupts were thrown out for no real reason. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 00:32, 17 February 2011 (UTC)

Honestly I'm kinda glad to see interrupts gone. While it took a great deal of skill to master interruption, it didn't really require any tactical intelligence, organization (except with old school aegis, but that scale of support isn't present in GW2), or was situational at all. You camped an ele, nec, or heal monk until they casted and that's it, you can be effective just like that if you were good at it. It even wholescale destroyed entire build possibilities as any skill with a cast time greater than 2 was worthless, and those at 2 were incredibly risky. While the aegis nerf was a big factor in the increase in high-melee builds, so was people getting rediculously good at interrupting over time. However, while I hope it stays dead, we're not even sure it's gone are we? Nothing about the 8th class, which is mesmer of course, has been revealed, and it may well be that interruption is a mesmer-only feature yet to be revealed. Greep 13:32, 12 June 2011 (UTC)

Another factor I'm surprised hasn't already been listed is the lack of healer class. For the majority of the time, everyone needs to rely on their self heals. If you can interrupt that one skill over and over, you can wear anyone down. Sure you can interrupt it with say, a KD, but then that skill probably has a reasonably long cooldown, giving the other player a chance to self-heal in between use. If your interrupt skills have a short cooldown, they can deny all healing. If it's longer, then there's better skills to shut down with. They just don't have a proper place in Guild Wars 2. --Atanna Charta 23:15, 23 June 2011 (UTC)
In that vein, what's to stop a full team from simply putting too much damage on a single character for their self-heal to replenish? They can only dodge for so long! — Raine Valen User Raine R.gif 16:26, 24 Jun 2011 (UTC)
I guess that means that the 'single character' should have brought some teammates instead of trying to be a PvP hero. :p - Ander01 03:50, 13 September 2011 (UTC)