There have been many posts over the past few days with regards to the PVE meta, the upcoming nerf to Critical Damage stacking in Berserker gear, and the ongoing problems with most Dungeon encounters being largely a DPS race. Co-ordinated groups roflstomp content in clear times that were probably not expected by the content designers, whilst PUG groups struggle to even get to a dungeon boss. There have been assertions that GW2’s lack of MMO trinity (Tank, healer, DPS) muddies the waters between roles and as such full DPS has emerged as the way to go given the lack of complicated scripting AI for most PVE encounters.
The problem with GW2 dungeons is not the lack of trinity at all. That assertion makes absolutely no sense when GW2 was designed from the ground up to eliminate the necessity of the Trinity.
What is the problem with GW2’s PvE is 2 things: Defiance, and slow, instagib attacks.
Defiance: It was a slapdash bandaid solution to bosses being stunlocked to death since the public betas and it has never been re-addressed since to the detriment of the PvE community (which is arguably the largest)
- Defiance single handedly eliminated the support/control archetype from dungeon running builds. Content designers have since designed around the Defiance mechanic also, further entrenching this halfway house solution. There are practically no worthy attacks to interrupt because you can just DPS race the boss down before the sequence initiates.
- Interrupting is also not rewarded with a shorter encounter either – which further erodes support/control. DPS has become entrenched in such a toxic fashion because there is no other role that is as efficient. There are no roles because the only role is DPS.
Slow, instagib attacks: – Bosses attack slowly and hit extremely hard, often meaning that Toughness is essentially a wasted stat because it slows you down.
- What attacks there are are therefore one-shot mechanics to punish players that don’t dodge. Again, this further reinforces the DPS race meta.
- If you are to be one shot anyway, what does it matter to have 10% damage reduction when you can DPS the boss down 10% faster and take less attacks?
What should be done is this:
Reworking defiance to re-introduce Support/Control.
- Interrupting a key boss attack should be rewarded with bonus damage to shorten the encounter – the boss should not simply repeat the attack with 5 extra defiance stacks to completely negate your CC efforts.
- This is an interim solution that requires no extra AI – just scripting for the boss to delay its next attack, and for a percentage of its health to drop off and make the encounter easier.
- Rewarding clutch interrupts will slowly bring back the control/archetype, but this is not enough on its own.
Bosses must attack faster, but hit softer.
- Toughness is a wasted stat at the moment. Semi-tanky builds are numerically inferior to Glass cannons.
- With this change, Toughness does have a value in surviving an encounter along with all the other support stats like Boon Duration or Healing Power.
- This is an interim solution until more advanced efforts, like designing Bosses to have PvP centric mechanics can be implemented. Bosses cannot simply be a damage sponge that you dodge. It must have combos it will try to pull off to try to kill you. Before you start, spamming AOE Red circles does not engaging boss fights make.
- In terms of advanced boss AI design, I’m talking Poisoning your heals, Dazing your rezzes, interrupting your burst combos, ripping/corrupting/stealing your Boons, teleporting to a Trebuchet and AOE nuking your dungeon runners.
For the future
Make it easy on your content designers and give a boss a PvP meta build, like Condi Necro, Bomb/Nade Engi or Triple Stance Hambow Warrior with a Doom Sigil, or something super cheesy like 1-shot Signet Thief.
- Make your players fight several of these builds all at the same time.
- Now you have research data and metrics on how these builds are strong.
- You have insight into balance because you’ve now got an underground PTR of players fighting against and learning how to counter these builds
- This also introduces the possibility of introducing new skills, traits and mechanics into the game through the PvE “ghetto PTR”. You can test your changes before they go live against groups of varying co-ordination so you can have an estimate of the effects of your changes at all levels of play and skill.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
(edited by MonMalthias.4763)