4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Improve the control role for dungeons
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I am going to put this up in the front page so it gets looked at more.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I do agree defiant needs some looking at, some bosses have way too many available stacks. But not sure I can get behind your ideas. You assume players will play responsibly and not exploit the kitten out of this, and you’re wrong. Players will exploit and break everything in a game they can because they are lazy and a large chunk lack the proper skill to do it the way it was intended (read: gimmick speedruns). These ideas, while sounding pretty nice on paper, would allow for even worse dungeon play than we already have.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Maybe have Defiant only trigger if you don’t interrupt a big attack?
That way, things like Stun and Daze are used as an interrupt, as opposed to as spammed.
Time is a river.
The door is ajar.
I do agree defiant needs some looking at, some bosses have way too many available stacks. But not sure I can get behind your ideas. You assume players will play responsibly and not exploit the kitten out of this, and you’re wrong. Players will exploit and break everything in a game they can because they are lazy and a large chunk lack the proper skill to do it the way it was intended (read: gimmick speedruns). These ideas, while sounding pretty nice on paper, would allow for even worse dungeon play than we already have.
Yes, It does seem like it could make the run faster. However, This could promotes skillful play. Interrupting requires precise timing and a stun. If you interrupt at the right time, the boss will take the bonus damage. It removes tedium as well if you are skilled players. I was designing this in mind that 5 players will interrupt the boss to deal a noticable chunk of damage to the boss’ hp. I can’t think of how players exploit this even further with that unless the boss stays in a forever attacking state where players spam all the control skills easily. In that case, it would be a bug which will need fixing.
I do realize that 10 second stun may be over the top(After removing all stacks of defiant), but the number can change. It could even be random if players removed stacks of defiant too often or doesn’t get stunned at all or trigger enrage timer on bosses under the condition that 90% of the stun skills of all players are in cooldown which is meant to mess players up.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
It would be best if defiant simply capped at 3 stacks.
Bosses SHOULD be able to be stunned and dazed, knocked around. They are bloody HP sponges right now. Let us have some laughs by stun locking the boss for 15 seconds if we co-ordinate well enough.
Heres a hint, if you have to spend 5 minutes fighting a boss…then the designers failed at the fight design. Optimally fighting a boss should guarentee the boss is down in 3 minutes. Long fights are not hard, only a hassle. If the fight lasts longer it is 99% likely that it is only because of the hp the boss has is at rediculous levels. All bosses need a weakness that if one can exploit knocks them down hard and fast. Like allowing a heavy attack to hit you so you get charged by the attack by the bosses power, hit the boss before the charge wears off and you do a guarenteed 10% of the bosses health in damage (this supports toughness/vit builds thus getting us away from glass cannon builds).
ANYTHING to change current dungeouns into less of a kitten slugfest of boring.
+1 right here I love the crowd control role but yet it feels rather useless in a dungeon.