Control, range, support, condition.
Actually, AI attacking faster and using PBAoEs (when in close quarters) that drop non-damaging debuff conditions (weakness, chill, blinds, confuse) and buffs (prot, regen, reta, stability), as well as moving AIs will change the zerker meta. Oh, and for good effort, have AI cycle rotations as well as having proper reactionary stancing, and cooperative tactics (spamming conds while being approached, then lockdown by either stun/blinds, before nuking you on close range)
The lazy way is to have more of the Aetherblade-type mobs (ranged attackers with no projectiles come in mind) and add them in more numbers, since it increases enemy attack rate the lazy way.
Actually, program AIs as dumb AIs that can be really used for low-level PvP and add them to PvE and that solves most of your meta issues.
Avoiding its big attacks (enemies often have more than one attack) and having just enough defense to kill it before it kills me.
You just described exactly how dungeons are now, which is why I said if you made bosses attack faster, people would just build tankier and continue to do boring melee trains in dungeons
Not really. Currently you can pretty much just dodge everything and don’t need any extra defenses.
If they want to discourage Berserker they have to force sustainability. Instead of one powerful attack every 5-10 seconds enemies could attack every 0.5-1 seconds.
And fights have to last long enough
They could also gain Quickness when they “enrage” from being DPS’d down a little too quickly. Lots of little ranged cone hits & conditions with sped up fake-out Telegraphs followed by the real attacks. …stuff that gets Rote Memory players off their game a bit.
It’s a problem when those few paths of those few dungeons are the only content being played because of the design. This isn’t as simple as saying “oh, it’s only the meta”
This is not true. I have rarely been unable to find a group within 15 minutes for any dungeon I have wanted to do. There are popular paths that can be done extremely quickly with high rewards, but all paths are done.
Oh, and sometimes those paths that I was unable to find groups for are popular. Just Saturday I was unable to find a group for Fractals 12, 14, 16 or 18. I was once unable to find a group for Crucible of Eternity. Popularity is no guarantee of finding a group, and unpopularity rarely gets in the way of finding a group.
It’s a problem when those few paths of those few dungeons are the only content being played because of the design. This isn’t as simple as saying “oh, it’s only the meta”
This is not true. I have rarely been unable to find a group within 15 minutes for any dungeon I have wanted to do. There are popular paths that can be done extremely quickly with high rewards, but all paths are done.
Oh, and sometimes those paths that I was unable to find groups for are popular. Just Saturday I was unable to find a group for Fractals 12, 14, 16 or 18. I was once unable to find a group for Crucible of Eternity. Popularity is no guarantee of finding a group, and unpopularity rarely gets in the way of finding a group.
Try finding a pug for CM on eu servers. Its almost impossible.