Punish the Zerkers! (with new bosses :D)
I don’t think there’s any real way to “punish” full beserker users apart from having bosses that work like the dragons in which you simply can not crit them, proper organized groups that work in synergy with each other will generally be able to kill any boss with full zerker, coupled with the fact that lets say that since a lot of people like to go warrior and burst stuff down as fast as possible, they have a lot of damage migitation such as having a shield to block out damage, immunity skills, vigor for more dodgeing and what not and then traits and sigils that give more survivability along with damage.
As good as it would be to have more variation in boss encounters apart from bursting everythings face off, I just don’t see Anet bothering to make a work around for it.
What? Now? When I’ve just got my Zerker gear ?
Otherwise, good suggestion
Yeah, I think they succeeded in this with Tequatl. You don’t wear Zerker for Tequatl, you wear Sentinel or Soldier, Cleric should be alright too. I haven’t done it with my Ranger yet.
You want Zerker to be the fail set you remove the value of Crit and throw in massive AoE damage that you can’t make not happen.
That aside, I do like the ideas here. Removing the value of crit would be bad because then you literally couldn’t do it with Zerker. By doing these thing it makes Zerker have to slow down in order to win.
The main problem, though, is that it wouldn’t change any of the current content to have new content that actually fulfills their design concept.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Yeah, I think they succeeded in this with Tequatl. You don’t wear Zerker for Tequatl, you wear Sentinel or Soldier, Cleric should be alright too. I haven’t done it with my Ranger yet.
You want Zerker to be the fail set you remove the value of Crit and throw in massive AoE damage that you can’t make not happen.
That aside, I do like the ideas here. Removing the value of crit would be bad because then you literally couldn’t do it with Zerker. By doing these thing it makes Zerker have to slow down in order to win.
The main problem, though, is that it wouldn’t change any of the current content to have new content that actually fulfills their design concept.
Zerkers are needed to defend the turrets from the Risen.
Yeah, I think they succeeded in this with Tequatl. You don’t wear Zerker for Tequatl, you wear Sentinel or Soldier, Cleric should be alright too. I haven’t done it with my Ranger yet.
You want Zerker to be the fail set you remove the value of Crit and throw in massive AoE damage that you can’t make not happen.
That aside, I do like the ideas here. Removing the value of crit would be bad because then you literally couldn’t do it with Zerker. By doing these thing it makes Zerker have to slow down in order to win.
The main problem, though, is that it wouldn’t change any of the current content to have new content that actually fulfills their design concept.
Zerkers are needed to defend the turrets from the Risen.
Yeah, they’re not doing Tequatl, they’re guarding turrets. They’re also good for killing fingers and for the battery defense phases. It doesn’t change what I said, it just allowed you to contribute nothing to the conversation.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Yeah, I think they succeeded in this with Tequatl. You don’t wear Zerker for Tequatl, you wear Sentinel or Soldier, Cleric should be alright too. I haven’t done it with my Ranger yet.
You want Zerker to be the fail set you remove the value of Crit and throw in massive AoE damage that you can’t make not happen.
That aside, I do like the ideas here. Removing the value of crit would be bad because then you literally couldn’t do it with Zerker. By doing these thing it makes Zerker have to slow down in order to win.
The main problem, though, is that it wouldn’t change any of the current content to have new content that actually fulfills their design concept.
Zerkers are needed to defend the turrets from the Risen.
Yeah, they’re not doing Tequatl, they’re guarding turrets. They’re also good for killing fingers and for the battery defense phases. It doesn’t change what I said, it just allowed you to contribute nothing to the conversation.
The turrets need zerkers.
Adding some bosses that you can’t attack directly could work. Or like in the gauntlet if you do damage too fast it makes the enemy stronger.
Overall this does seem to be the trend of new content since launch is stuff you can’t just speed kill. I don’t think you have much to worry about zerker being optimal as time goes on
A very good thread about this, woth reading.
https://forum-en.gw2archive.eu/forum/game/gw2/Endgame-PvE-Difficulty-comes-down-to-dodging/first#post2780806
And ANet said there will be no normal MMO trinity (tank, healer dps), instead they wanted the player to play as DPS, control and/or support. But as you said, the content is to dps orientated.
Oh and to make live of zerkers harder a boss with slightly faster attacks, so that you can’t dodge everything, would work too.