[PvE] Dungeons fix against zerkers.

[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: Elrey.5472

Elrey.5472

There’s been something a bit unfair in GW2 dungeons, and that’s Zerkers. They can kill an enemy faster than other groups, and making the choice of non-zerker stats a bit weird.

Sometimes, there are bosses that would do a big skill each 45 seconds but a group of zerkers can kill them in 40 seconds. In those cases it feels like cheating, since a group of worst geared players would have to deal with a harder enemy than zerker geared players.

The fix: Adaptative stats of monsters.
A system that would adapt the monster health to our dps would be perfect, because a group of fresh lvl 30 players could do Ascalonian dungeons in the same time as lvl 80 full geared players.

If the game detect that we have high DPS or zerkers in the group, the enemies health would need to be twice or more than the usual. That way the group would take the same time in killing them as a normal group, and would need to deal with the skills that most of the groups can ignore by being zerkers. It would also make more players gear up to survive longer or heal skills, since we would need it.

As example:
5 players with 1.000 DPS against Alphard: Alphard gets 100.000 health.
5 players with 5.000 DPS against Alphard: Alphard gets 500.000 health.

The average dps group and the zerker group would spend the same amount of time killing Alphard, and it wouldn’t punish the low dps players at all. They would instead be more used since you’ll want to survive longer.

I see a lot of problems and ways to exploit that system:
-The game should never adapt to 1 player alone, to avoid facerolling. The minimum health of enemies should be intended for 5 players.
-The game would not set the health of enemies when the dungeon is created. This prevents a group of 5 lvls 30 create the group and then swap to lvl 80 characters to kill them easier.
-The game would not set the amount of health based on our gear, since players could understand how it works and swap gear before a fight just to make it easier.

I have no idea how to make it perfect, but I bet there would be a way to adapt the enemies health to us to synchronize the amount of time spent in a dungeon to be the same for zerker or not zerker. Giving us a choice to make.

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[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: Dog.1472

Dog.1472

This is completely terrible. What you want would make any stat that puts points into DPS completely useless. Then by far the most optimal set would be soldiers. What would the point of wearing another stat be if you do the same damage regardless?

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[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: Dalanor.5387

Dalanor.5387

It posted an hour ago by Jon Peters.
“We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon"

https://forum-en.gw2archive.eu/forum/professions/balance/PvE-Revising-the-DPS-Meta/first#post3480529

[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: thefantasticg.3984

thefantasticg.3984

Sometimes, there are bosses that would do a big skill each 45 seconds but a group of zerkers can kill them in 40 seconds. In those cases it feels like cheating, since a group of worst geared players would have to deal with a harder enemy than zerker geared players.

Notice the part that is bolded. That is the fundamental difference between you and me (and a bunch of other players). We don’t feel like it is cheating because it isn’t. Just because you feel like it is cheating doesn’t make it so, and on the same token just because I feel like it isn’t cheating doesn’t make it so… you have to take into an account though this was the way the game was built, and has remained this way for almost 1.5 years. They must’ve known the majority of the consequences of getting rid of the holy trinity.

You have the choice now to play as you want. Stop trying to get the Devs to force everyone to play the same way. It’s not increasing choice but limiting it. Besides, if I’ve run a dungeon 100x I don’t want to take forever to run it the 101th time. Are you kidding? Really? You want everyone to run it as slow as you want to run it? Um, no. No thank you.

Much like class balance, instead of bringing everyone down to the bottom level how about brining everyone up to the top level so that everything is equally effective as Zerker’d toons… I know. Crazy concept.

RNG is a bell curve. Better hope you’re on the right side.

[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: mahariel.4981

mahariel.4981

This is quite possibly the worst suggestion I have ever seen.

The sad thing is, ANet are more likely to implement it then any other suggestion a zerker user offers.

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[PvE] Dungeons fix against zerkers.

in Profession Balance

Posted by: Wondrouswall.7169

Wondrouswall.7169

Giving us a choice to make.

Out of everything you wrote, that last line sticks out the most. The people that wear gear for DPS made that choice, the people that don’t have made theirs as well. There is a consequence for everything. What you have suggested solves nothing. Think of a solution rather than flipping the tables.

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