Game over, yo.
Zerker nerf is not enough
Game over, yo.
Yeah the level of brainpower used in that run was 0. We were almost falling asleep. Atleast in berserker gear we have to pay attention and dodge/reflect/block key attacks. With stacked passive gear all you have to do is stack and mash face against keyboard repeatedly.
Mixing “zerker” with tanks in a group doesnt make the run harder it makes it easier for the “zerkers” if they are getting perma regen, prot and heals and the tanks continue to faceroll. While at the same time the groups dps is increased by the zerkers. If the zerkers dont dodge they will probably still die even with all that prot but thats the risk you take when you go for dps over passive defence. The more tanky specs you have the easier it is but it also slows you down. Most decent berserker players can survive no matter how long the fight lasts.
tl:dr
You can make any run easier by taking tanky heal spec players but they will also slow the run down. Passive defence is op.
(edited by Spoj The Second.7680)
Yeah the level of brainpower used in that run was 0. We were almost falling asleep. Atleast in berserker gear we have to pay attention and dodge/reflect/block key attacks. With stacked passive gear all you have to do is stack and mash face against keyboard repeatedly.
An autoclicker on your #1 skill is enough.
It would be OP if one guy could carry the whole group like that via a HP build. It is hardly any more OP than the all zerker stack and spike groups. The problem is that you either have to go one extreme or the other, as mixing the two goes down the drain fast.
Extreme or not, they were deliberately tanking every hit in melee. That means the bosses were hitting more than 1 target because of cleaving. Usually when people play defensively they kite around and disperse. On top of that, statistically, even if people were dodging at random moments they would avoid some portion of damage.
One more thing. One year ago we had this strange meta for over an half a year. An anchor guardian was usually utilized even by the top pve guilds. Somehow, a notion of “one bunker drags zerkers down” wasn’t popular, heck, it was considered as a best option. So what changed?
We simply got better that we no longer need an anchor guard.
We simply got better that we no longer need an anchor guard.
Yeah, another year of dungeons meant more people know them by heart.
The problem is that the difference between a bunker build and a zerker build is one extra spike hit. Meaning that you can miss one dodge in a bunker, but you can’t miss any in a zerker. But because of the sharp tradeoff between survivability and DPS, you need to dodge maybe 10x as many spikes in a bunker build as you need to in a zerker build.
One-hit kills? I have rarely seen that happen. And by rarely I mean almost never. Maybe once in a while when playing one of the low health professions, but not on anything else I’ve played.
Face 10x as many attacks? Hmm, not in my experience. Sounds more to me like you’re comparing apples to oranges. Like, comparing a GC in a good meta party with a bunker in a party where all the other characters are dead. If you compare on a level playing field (same fight, same buffs, same amount of party skill, etc.) a Soldier wearing bunker party would face no more than 2 to 3x the attacks as a full GC party — which is mostly the difference between 100% base damage (no crits) and 2.25% base with GC on plus full uptime on crits.
Now, I’ll grant you that with a bunker, you’re less likely to get an otherwise optimized party, but 10x the attacks would mean a really bad party. Even so, I’ve played my bunker engie in a “whatever you want” guild party and finished off some bosses when everyone else was dead — and had more than enough sustain to do so. Heck, some people can solo bosses, sometimes w/out armor.