Lack of Diversity is bad for every game, especially massively multiplayer one.
Before i get to QQ let me introduce myself
I’ve always played as healer or support in every kind of RPG game so when i started playing GW my first class of choice was guardian – just because it was labeled as a support and team player. Not expecting it to be WoW-like healbot i finally settled in hammer/staff AH build with knight gear. I was really happy with it because it was giving me exactly what i wanted, reactive support game play with decent survivability and damage, it was also pretty competitive in dungeons and fotm (at the times when 20 level was the highest beatable one).
And then zerker meta came…
Most of zerker players are actually right, you don’t anything than uber dps to stomp hardest of dungeons and only justification for not running full zerker build is lack of skill and sloppy dodging, what is more i even agree with the statement that crit damage nerf makes the game even worse since zerker groups can’t carry 1-non zerker.
What the game needs to increase diversity and make people that just hate all-in damage game play happy again is either nerfing berserker into oblivion or changing whole dungeon system on a deep level.
First option is probably a bad idea because as i genuinely love supporting and healing there are surely people who genuinely love low survivability and high spikes of crits and the should have their fun too.
What second option needs is in my opinion:
-Adjusting condition cap in dungeons so condition based builds aren’t kitten by it. Condition build become viable = more diversity = profit.
-Adding “threat” system and making the AI slightly better so high damage dealing players are getting focused by bosses and thus are having harder time (I’ve read about threat system in gw2 before but i’ve never seen it work tbh)
-Changing at least one encounter in every path in every dungeon to have type of damage that can’t be mitigated by dodging to make healing and boons more relevant (i am talking snowstorm in svanir fractal, homing missiles, melee attacks that can’t be dodged etc. )
-Changing some of the bosses large abilities trigger from “cast every 5 minutes” to cast every “33% of health lost”. Assuming that it takes 5 minutes for a zerk group and 15 minutes for a normal group to take down one single boss it doesn’t change anything to a normal group but makes zerk group’s life harder because instead of one big hit they have to withstand 3 of them.
-Adjusting traits, abilites and stats to a level where being full time supporter is not being laughed at, increasing impact of healing power and adding utility and healing skills that can be used to effectively support others (like guardian’s healing breeze but actually useful)
-Adjusting traits, abilities and stats so being more sturdy doesn’t mean one can’t dodge… for example traits that increase threat making boss more likely to attack “the tank” or control abilities that involve getting hit to prevent damage on teammates.
I am aware of fact that changes I’am proposing would turn the class system more to mmo’s holy trinity (tank-dps-healer) but i really wouldn’t like to see gw transformed into WoW. What i’d like to see is more diversity, interesting meta and one’s ability to play whatever style he or she wishes to.
holy trinity is actually more interesting and deep than holy entity (full berseker warrior)
I’d love to hear your input
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(edited by Moderator)