Analysis of situation/constructive ideas

Analysis of situation/constructive ideas

in Fractals, Dungeons & Raids

Posted by: Snaetch.8612

Snaetch.8612

“Rez-rushing”, as I believe it’s called, was a strategy that the developers never intended anyone to use, a strategy that no players ever wanted to have to use, and a strategy that was tedious and unpleasant to participate in. As such, it obviously needed to be removed from the game for the good of the players, and the integrity of the game. But I see attempting to stop the rushing by cutting off rezzing as akin to cutting off an infected limb before attempting to treat it. The solution implemented has created many problems for many people. Here is the most notable negative impact I’ve seen this having on the game.

I’m sure I’m not alone when I say that I will never let a non-80 in my AC or CM runs again. Those dungeons were challenging for me to learn a long time ago, but once I had it down they were enjoyable. Picking up a lowbie or two to help them along the way was no problem at all. But now when one person dies, they are forced to stare at the death screen while the party chooses one of two options. 1. Attempt to clear the encounter with compounding difficulty as people die, drawing out the fight which increases both the likelihood of failure and the amount of time people spend staring at the death screen, or 2. Running out of combat (Combat Range Rushing) and attempting the encounter again which would make some of the higher-health fights intolerable.

There has to be a way to treat the rez-rushing problem that encourages players to work together and play smart, while ALSO allowing them to spend their time doing what we’re all here to do—play the game.

I have two ideas, but the purpose of this thread is to hopefully come up with more so that we might see a positive change in the future of the game.

1. Increased repair bills scaling with player level on all SOULBOUND items the character has in their possession / all items the player has equipped within the last hour. No more removing armor, no more practicality in throwing your corpse at a fight instead of working it out. Still allows people to play at all times which forgives the occasional death or two.

2. Scaling respawn times. Die once? Rez. Die again within a minute? Wait a minute to respawn. Die again within two minutes? Wait two minutes to respawn. Die again within four minutes? Wait four minutes to respawn. You get the idea. This keeps rez-rushing impossible like now, but doesn’t punish the very survivable player when something unexpected happens. (If nobody was expected to die we wouldn’t have much of a game here.)

Please contribute as you see fit, and please keep your ideas positive so that this thread hopefully might receive develepor attention. Thank you for your time.

Analysis of situation/constructive ideas

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Posted by: nethykins.7986

nethykins.7986

Your first suggestion is a little far-fetched, but sometimes, crazy ideas work well as opposed to simple ideas that solve nothing.

Your second idea is cool, in terms of a difference in your first death to your second and varying it, but giving a death/respawn cooldown will virtually kill any essence of anyone doing a dungeon if you’re below lvl 80.

There has to be a way to treat the rez-rushing problem that encourages players to work together and play smart, while ALSO allowing them to spend their time doing what we’re all here to do—play the game.
Just remember, we’re not trying to punish people for rez rushing. If someone dies (which is a negative element) why add an added section of frustration by punishing them with a cooldown or increased repair costs? It’s like fighting fire with fire.

I’ve noted ideas before in another post:

  • Increase the healing on dead players while in combat
  • Allow rez orbs to drop regularly, or for a the person outside of each dungeon to sell them. (this is probably a lame idea actually, but meh)
  • Change agro to take threat off downed players, so people will co-ordinate kiting and healing together.

At this current stage, the req level for all dungeons mean nothing. You’ll have to be 80. If you’re 35-40 in AC expl, don’t expect to get into a group willing to see how you do, because they’ll have to piggy-back you so you learn the mechanics of the different paths. And with this wishy-washy “anti rez rushing” idea added, the barrier for entry on lower levelled characters will be raised.

I can only imagine this was the same kind of thinking that lead to fractals originally being individual tiers. Sounds good on paper, works terribly in practice.

(edited by nethykins.7986)

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Posted by: GameLord.9351

GameLord.9351

I only have one comment / idea that should have been implemented from the start for dungeons :
- If lets say your going in for CM which is lvl 45 suggested why would they make it that if your not lvl 80 with good gear hard ? Isn’t it as described supposed to be easy enough for a lvl 45 ?
My point being is that the dungeon should scale down or up depending on the party that enters not just a “oh its lvl 30 and i’m 80 this will be easy as heck” or “ kitten I’m just 45 i’ll get killed for sure” …
And I love that idea of speeding up the time it takes to rez someone down (maybe cut the time in half ?)

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

if u come closer to a downed player and press F he will start gaining health. if more ppl do this he will gain health faster. same is with defeated players.

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Posted by: Snaetch.8612

Snaetch.8612

Thank you for your replies. I see your point on my second idea. As for

“why add an added section of frustration by punishing them with a cooldown or increased repair costs? It’s like fighting fire with fire.” The punishment is already there, but instead of a rez timer the wait is indefinite until the party wipes or goes out of combat. The timer would give you a chance to continue playing, and of course it could disappear when the party is out of combat. That lessons the current punishment.

I like the other ideas you’ve posted, and my friend just had another good one – Make only the first waypoint accessible for dead party members during combat. You can continue to play the game, but it’s impossible to rush anything.

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Posted by: Snaetch.8612

Snaetch.8612

if u come closer to a downed player and press F he will start gaining health. if more ppl do this he will gain health faster. same is with defeated players.

Not true. F turns my character to the right. I’d tell you that there’s no reason to be sarcastic and destructive on a constructive thread, but you chose the person you were going to be a long time ago, and almost nothing is going to change that.

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Posted by: GameLord.9351

GameLord.9351

I like the other ideas you’ve posted, and my friend just had another good one – Make only the first waypoint accessible for dead party members during combat. You can continue to play the game, but it’s impossible to rush anything.

On this part it will not change much as all people will do is the following :
- all 5 go in and spam brainless attacks, 2 or 3 die and run from the farthest WP back to boss while the others just run around him just to stay alive … this is exactly the principal of rez rushing and is not what they are looking into re implementing.

- and now that you have explained it more I do like that rez cooldown idea on your first idea …

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Posted by: Akame.1073

Akame.1073

Dont care about player lvl, he has a heal , he can dps, ha can dodge = ha can run dungeons. The clue is its a skill based game —>Skill based<-- we arent in azeroth anymore.

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Posted by: nethykins.7986

nethykins.7986

Dont care about player lvl, he has a heal , he can dps, ha can dodge = ha can run dungeons. The clue is its a skill based game —>Skill based<-- we arent in azeroth anymore.

Your post didn’t contribute any ideas at all.

Try harder.

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

if u come closer to a downed player and press F he will start gaining health. if more ppl do this he will gain health faster. same is with defeated players.

Not true. F turns my character to the right. I’d tell you that there’s no reason to be sarcastic and destructive on a constructive thread, but you chose the person you were going to be a long time ago, and almost nothing is going to change that.

that hurt. especially since you have read me so well after one sentence. but seriously now, there have been more resing in last 2 days than in a week before. not to mention that ignoring downed player is one of many reasons party whipes. this will encourage players to res each other and even res each other while defeated (yes it happened multiple times for me in last 2 days), which is a good change. there is more risk to encounters and it is better this way…

must say one more thing… how many dungeons have you actually done before coming here with your constructive discussion?

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Posted by: haviz.1340

haviz.1340

1. Increased repair bills scaling with player level on all SOULBOUND items the character has in their possession / all items the player has equipped within the last hour. No more removing armor, no more practicality in throwing your corpse at a fight instead of working it out. Still allows people to play at all times which forgives the occasional death or two.

A lot of people keeps 2nd armour set for different situations. You sure you want to punish them for it?

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Posted by: Annor.3128

Annor.3128

“Dimishing Return on Releasing” is imo the best idea. Definitelly. Though… it should be aplied to the whole party. If one party member dies – he can’t release immiedatelly – but after 1 minute. The next one to go down can get up after 2 minutes and so on. If any1 quotes something about 2 players kiting a boss while the other 3 corpse run he’s being silly himself. If those 2 are capable of doing that for a seriously long period of time then they were capable of soloing the boss from the very beginning.
Penalty for being bad? It was there already – repair bills – good players pay a LOT less. Players removing their armors in dungeons? That was our response to insta death traps that are scattered in some dungeons. They’re fun – but can be expensive as well if you’re ‘having a bad streak’.
Current change as it works doesn’t make dungeons more challenging in my opinion – they stayed/feel the same. The current change only added to the time spent in a dungeon for weaker parties. Ow … and yeah – I’m not gonna raid with low lvl toons myself anymore as well. While earlier they died often but (being helpfull) I couldn’t care less about it since they ‘commited’ to our team succes even if they had to release – now they’re gonna be often … an obstacle. A good player will have to stop taking action in a battle to stop – rez him, while other party members get nearly twice the pressure they had so far (since now the boss focuses not on 5 team party but on 3 of them) just to buy time to get that dude up – and he’s gonna end up dead most likely again now – with the rez sickness in place on top of it.
As a warrior while being downed I have a 3rd skill I can use that gets me up after a second but at the cost of ending up really dead later on. With the patch introduced it’s soooo counterproductive to use in 98% cases.
Last thing for me to add. Guild Wars 2 gaming experience should be fun. For a newbie to enter a dungeon and commit near to nothing to the party succes by lying on the floor most of the time will definitelly be far from fun. He’ll drop the game and look for something else. Not easier – but more fun.

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Posted by: Czinczar.3786

Czinczar.3786

Having to wait more each time you die is a good idea, but it would be even better if that penalty is shared by the group; like it is said above. A bit like “tickets” in spvp.

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Posted by: Snaetch.8612

Snaetch.8612

“especially since you have read me so well after one sentence.”

One sentence was all I needed because it was all you gave me. You went out of your way to needlessly be a negative force in a stranger’s life. If you want to add more constructive ideas, such as what you said about the increase of rezzing recently, that would be more than welcomed. But you’ll have to go elsewhere to get whatever it is you get from being rude to people on the internet as I’ll be ignoring all but the constructive people from now on.

Speaking of which, thank you for all the continued feedback everyone, it’s nice to get new perspectives on how some of these would play out. You’re completely right about the 1st waypoint thing. That can’t be an option. And no, I don’t want to punish people for carrying a second set of armor (I do that) the point of this thread is that I don’t want to punish anyone. I’m hoping for a way to maximize playtime and enjoyment for players while discouraging and eliminating behavior that goes against the principles of the game.

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Posted by: RedStar.4218

RedStar.4218

I don’t know. Except for Magg, which was the most rez zerged event, I have never been in a PuG whose tactic was rez rushing.

In fact, I’ve been on countless PuG where one guy would just stay down, waiting for us to resurrect him instead of using the WP that is right next to him.

Getting down isn’t too bad, but letting someone die during a boss fight is awful. Except Giganticus and Plague boss, there isn’t a single boss fight where resurrecting someone is dangerous.
-AC : dies by the scream. One player has enough time to get to the corpse, 2 is even better. Kohler, maybe your connection is slow and you didn’t dodge in the 2-4 second window, and maybe you didn’t bring stability or a break stun, but your team can come to save you while he weakly swings his sword.
-CM : Frost can be dangerous. If you end up having the aggro, move away from the body to let the others rally/revive the downed teammate. Plague boss makes it hard to save someone, but every profession has a skill to revive someone.
-TA : blossoms for the first boss. Not running like a madman for the last one.
-SE : First boss in p3 might down you if you are not careful, but he doesn’t spend every second digging, leaving you enough time to save your teammates.
-CoF : p3, position yourself carefully, bring stability if you can’t dodge.
-CoE : there’s another reason people stack on alpha, it’s because it makes resurrecting easier.
-Arah : Giganticus. Range and hug the walls so your teammates can come later to save you.

You have enough skills to help you during encounters, from blocks to damage mitigation to teleporting skills to reviving skills.
If you don’t want new players to be useless, then guide them instead of letting them die.
That’s the situation we are in : players that didn’t learn a proper way of doing dungeons with their character and now they are lost because they can’t use a WP to cover their mistake.