Since we have this handy forum I might as well dump some of the things that I’m sure a lot of us were already thinking, which is that holy kitten, this game promotes the hell out of just stacking TANK and defensive boons and TANKING through everything.
This is fine in some areas but it also creates problems in others because:
The less you contribute, the easier it is:
- Make the aggro system more transparent: the more health/armor/healing you have, the more aggro you take. The more damage you deal, the less aggro you incur.
- Give mobs in general more high-damage, avoidable attacks (swipes for 50k per, etc.).
Explanation: Right now, tank/healing gear are pretty much the only viable gear sets because the game heavily favors just tanking everything as hard as you can and not dodging any shots. reducing the frequency of these attacks and replacing them with slower, bigger hits that cant be tanked, but easily avoided, means that offensive stats and player skill actually make a difference. The more straightforward aggro mechanics means that these attacks will primarily be directed at the tankier players. This will have the effect of forcing tank players to pull their weight more and deal more damage instead of watching how other players are doing all the work, and also incentivize players to balance their stats a bit more.
Taking ten minutes to kill a boss and not dodging at all is lame.
(example in the video below)
More emphasis on defensive stats:
- Rework the effectiveness of certain stats. For example, vitality, toughness and healing-power could be weaker.
Explanation: Most fairly self-explanatory. Encouraging build diversity by making it so that straight tank/healing and bearbow-power isn’t always the best option for every single fight. as you can see in the following video, tank/healing gear allows you to faceroll trough dungeons and take away the benefit of dodge and player skill. allowing tanky groups to turn their monitor off and still successfully finish a dungeon.
video example:
http://www.youtube.com/watch?v=b2VhmwLwvrM
tl:dr.
tank/healing gear allows to faceroll trough dungeons without any downsides.
it also removes core mechanics of the game such as boss mechanics and the key of the games combat system, dodge.
this shouldnt be possible in what we call “endgame content”
we need to encourage the use of offensive stats and individual playerskill.
@mods: dont you have anything else to do beside deleting serious topics?
i posted my feedback in a respectful, constructive manner.
stop deleting it.
(edited by NoTrigger.8396)