Damage Wars [PvE discussion and ideas]

Damage Wars [PvE discussion and ideas]

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Posted by: Mesis.2951

Mesis.2951

I have a feeling the whole PvE gameplay is dependant on dealing dmg.
Nearly everyone requires for you to have “meta” build that usually provides higest dmg or team support.

I dislike this mindset. I would prefer if in the future developers would discourage this gameplay and promote taking more utility and so on.

EXAMPLE:
I think this could be done by adding mechanics to bosses that would require for players to use CC skill every 10 sec (or frequent non interupable, possibly very hard to dodge) otherwise this would nearly instakill all glasscannons.
This could be also prevented by high healing, tankiness or using dmg mitigation.

There are TONS of other ways how to change this.

Some of you might be worried it would maybe destroy some builds, I believe full glasscanon would still be viable but would require much more skill as having needs to hide to avoid death or be killed.

Feel free to discuss and post your ideas.

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Posted by: spoj.9672

spoj.9672

Check out raids. They have pretty much exactly what you described. :P

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Posted by: randomguy.1283

randomguy.1283

Raids are pretty much this.

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Posted by: Junkpile.7439

Junkpile.7439

Raids actually take less skill than kill some big frog in hot maps. So i don’t think that raids are what op is after.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

(edited by Junkpile.7439)

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Posted by: Exciton.8942

Exciton.8942

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

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Posted by: TheFamster.7806

TheFamster.7806

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time. Keep in mind that raids are now like 3 months old I think and at least decent groups are on farm status. That’s why it looks easy. During progression everyone wanted cleric healer druid with scrapper for VG for tanking. Now you can get away with berserker druid with healing and chrono tank with 1005 toughness. And the meta is still evolving in a sense that reapers, condi druids (yes I said it!), dagger warhorn tempest, etc are still being adapted by whole group.

I mean if you were doing something that is exactly the same with people of similar skill for weeks at end, wouldn’t you be competent enough to at least learn the mechanics by heart and experiment with different stuff that ultimately makes raid easier? If you really want challenge, put yourself on LFG as the guy who would like to help guild/groups that haven’t still cleared. You’ll have fun and get to experience different style of play.

Tour

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Posted by: utred.6085

utred.6085

Healers aren’t max dps, PS warriors aren’t max dps, chronomancers aren’t max dps, engis take slick shoes for gorseval, eles often take lightning flash,… All raids have breakbars that have to be broken quickly to avoid massive damage (in most cases). They are pretty much to the letter what OP is asking for.

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Posted by: randomguy.1283

randomguy.1283

Raids actually take less skill than kill some big frog in hot maps. So i don’t think that raids are what op is after.

Good troll I r8 8/8

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Posted by: spoj.9672

spoj.9672

Newsflash. You do actually need dps to kill stuff.

People are always going to optimise. So that means they will always take as much damage as they can. How else can they optimise? Heal a boss to death? Tank a boss to death? CC a boss to death? Please…

The important thing is raid bosses do have mechanics that cannot be ignored purely by dpsing. So they are exactly what you are asking for. It just so happens that people realise they also need damage to damage bosses. Surprising right?

(edited by spoj.9672)

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Posted by: Dinosaurs.8674

Dinosaurs.8674

Raids actually take less skill than kill some big frog in hot maps. So i don’t think that raids are what op is after.

This isn’t true at all. “Big Frog” aka random open world champion mob only seems difficult relative to raids because no one knows anything about it and no one prepares for it. When you go into a raid fight, everyone knows all the boss mechanics and the timings for when they use which skills, and knows all the animations the boss does. Your squad’s group composition and skill bars are custom picked to defeat that specific boss and everyone is most likely in constant communication via voice chat. You think if my 10 man raid group (or 5 or whatever, assume it scales up) got onto ts and spent hours every day fighting the “big frog” it would take more skill to beat than sabetha or vg? Give me a break. The only reason people suck against random champ mobs is that no one knows what the hell they do and everyone’s utility skills are whatever is generally the best. I would also guess that many people also just tag any open world boss and press 1 most of the time.

Vale guardian is actually almost exactly what OP describes. You have to CC him every 40 seconds, and you have to be constantly using knockback/chill/immob/pull on seekers to keep them out of the way. The place where it diverges is that people just bring classes that don’t have to sacrifice for the utility required (e.g. revenant already was bringing party boon support + cc on their bar regardless of any specific requirement for the fight). Then people just continue to run the “meta” highest dps build that can also deal with that specific boss mechanic (e.g. engineers bring slick shoes for gorseval, tempests bring blink for sabetha, people bring necro for epidemic shenanigans).

So OP can ask for mechanics to shift away from the “max dps” meta, but unless you have the boss take damage from something other than player skills, everyone is just going to run the maximum dps build they can get away with while not dying. And there are lots of game mechanics that ensure that “max dps without dying” is equivalent to “zerk/vipers only”: dodge/block/evade/invuln prevents 100% of damage; downed/res mechanics can often prevent a huge dps loss even when getting downed; stacking is both the highest dps and the safest option in most cases; chronomancer is ridiculous, druid is ridiculous. Why tank up when you were going to dodge that skill anyway? Just go max dps and make the fight as short as possible so you face fewer attacks in the first place.

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Posted by: Pandabro.8743

Pandabro.8743

Raids are actually in a pretty good spot with this. Things that most groups need when clearing for their first time:

1. A healer of some sort.
2. Surplus of boons and assorted profession buffs.
3. Hard CC for break bars.
4. Someone to hold aggro.
5. A healthy amount of condition damage in addition to physical damage.

That’s to bad for a game who’s meta was max boons and physical damage for 3 years. Hopefully the next raid wing encourages some more non-meta things but for the most part the game is going that direction.

Most MMO content devolves into DPS races after content has been out for a while. Even in WoW top raid groups will reduce healers to one for 25 people just to get top ranks on the logs. Damage needs to be a large part of the game, but it shouldn’t be the whole game.

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Posted by: peeterske.9134

peeterske.9134

They are already going this way. But alot of the time its dodge or l2p. Invul. Dodge etc and a rather strong. heal for every class is already strong. In a game without dodge you might see tanking and healing more. But here? Well timed dodge and invul is all you need. (Except for periodic damage like in raids)

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Posted by: Exciton.8942

Exciton.8942

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time. Keep in mind that raids are now like 3 months old I think and at least decent groups are on farm status. That’s why it looks easy. During progression everyone wanted cleric healer druid with scrapper for VG for tanking. Now you can get away with berserker druid with healing and chrono tank with 1005 toughness. And the meta is still evolving in a sense that reapers, condi druids (yes I said it!), dagger warhorn tempest, etc are still being adapted by whole group.

I mean if you were doing something that is exactly the same with people of similar skill for weeks at end, wouldn’t you be competent enough to at least learn the mechanics by heart and experiment with different stuff that ultimately makes raid easier? If you really want challenge, put yourself on LFG as the guy who would like to help guild/groups that haven’t still cleared. You’ll have fun and get to experience different style of play.

What I claimed is true from beginning to the end. Yes, there is a bit of different stats min/maxing. But majority of builds are the same: take all the possible personal/group damage modifiers you can find. Utility traits are worthless when competing with damage modifiers. They are only taken when there is nothing else.

Condie cleanse and sustain are barely a thing. One healer is more than enough to manage a 10-man group. Only thing you need to worry about as a player are just some major boss mechanics. Most of boss attacks hit like soft noodles. There are 0 condition problems you need to worry about. I remember even in old scale 50 fractals, ppl tended to need utility/defense/cleanse a bit more than current raid.

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Posted by: TheFamster.7806

TheFamster.7806

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time. Keep in mind that raids are now like 3 months old I think and at least decent groups are on farm status. That’s why it looks easy. During progression everyone wanted cleric healer druid with scrapper for VG for tanking. Now you can get away with berserker druid with healing and chrono tank with 1005 toughness. And the meta is still evolving in a sense that reapers, condi druids (yes I said it!), dagger warhorn tempest, etc are still being adapted by whole group.

I mean if you were doing something that is exactly the same with people of similar skill for weeks at end, wouldn’t you be competent enough to at least learn the mechanics by heart and experiment with different stuff that ultimately makes raid easier? If you really want challenge, put yourself on LFG as the guy who would like to help guild/groups that haven’t still cleared. You’ll have fun and get to experience different style of play.

What I claimed is true from beginning to the end. Yes, there is a bit of different stats min/maxing. But majority of builds are the same: take all the possible personal/group damage modifiers you can find. Utility traits are worthless when competing with damage modifiers. They are only taken when there is nothing else.

Condie cleanse and sustain are barely a thing. One healer is more than enough to manage a 10-man group. Only thing you need to worry about as a player are just some major boss mechanics. Most of boss attacks hit like soft noodles. There are 0 condition problems you need to worry about. I remember even in old scale 50 fractals, ppl tended to need utility/defense/cleanse a bit more than current raid.

actually in old fractal 50 dps was more needed than anything. Basically if you had a competent guardian and 2 eles who rotated around using glyph of storm in earth attunement you were able to kill the trash mob and melt down bosses. The current raid is the beginning of how great Gw2 Pve can be with its amazing combat system. Bosses hit like a soft noodle? Tell that to me when you are playing full berserker’s tempest without protection. currently you are literally being carried by competent druid and teammates who are able to share around boons and such if you believed that.

You are underestimating how good some of the players who produce raid clears (low man, speed run, etc) compare to the average population and the quality of guilds the players represent. Utility traits are not worthless, its just that they can be covered or replaced with human intuition (swiftness/movement skill for VG green not needed), dodging crucial attacks (“egg” from gorseval) and using many boons to advantage to beat the bosses. It comes down to why risk going over the enrage timer or not beating the boss when you can learn the mechanics and perform your best for smooth raid runs.

Having to wear toughness gear=/= difficulty of raid.

Tour

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Posted by: Exciton.8942

Exciton.8942

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time. Keep in mind that raids are now like 3 months old I think and at least decent groups are on farm status. That’s why it looks easy. During progression everyone wanted cleric healer druid with scrapper for VG for tanking. Now you can get away with berserker druid with healing and chrono tank with 1005 toughness. And the meta is still evolving in a sense that reapers, condi druids (yes I said it!), dagger warhorn tempest, etc are still being adapted by whole group.

I mean if you were doing something that is exactly the same with people of similar skill for weeks at end, wouldn’t you be competent enough to at least learn the mechanics by heart and experiment with different stuff that ultimately makes raid easier? If you really want challenge, put yourself on LFG as the guy who would like to help guild/groups that haven’t still cleared. You’ll have fun and get to experience different style of play.

What I claimed is true from beginning to the end. Yes, there is a bit of different stats min/maxing. But majority of builds are the same: take all the possible personal/group damage modifiers you can find. Utility traits are worthless when competing with damage modifiers. They are only taken when there is nothing else.

Condie cleanse and sustain are barely a thing. One healer is more than enough to manage a 10-man group. Only thing you need to worry about as a player are just some major boss mechanics. Most of boss attacks hit like soft noodles. There are 0 condition problems you need to worry about. I remember even in old scale 50 fractals, ppl tended to need utility/defense/cleanse a bit more than current raid.

actually in old fractal 50 dps was more needed than anything. Basically if you had a competent guardian and 2 eles who rotated around using glyph of storm in earth attunement you were able to kill the trash mob and melt down bosses. The current raid is the beginning of how great Gw2 Pve can be with its amazing combat system. Bosses hit like a soft noodle? Tell that to me when you are playing full berserker’s tempest without protection. currently you are literally being carried by competent druid and teammates who are able to share around boons and such if you believed that.

You are underestimating how good some of the players who produce raid clears (low man, speed run, etc) compare to the average population and the quality of guilds the players represent. Utility traits are not worthless, its just that they can be covered or replaced with human intuition (swiftness/movement skill for VG green not needed), dodging crucial attacks (“egg” from gorseval) and using many boons to advantage to beat the bosses. It comes down to why risk going over the enrage timer or not beating the boss when you can learn the mechanics and perform your best for smooth raid runs.

Having to wear toughness gear=/= difficulty of raid.

Of course, old scale 50 fractal is mostly about dps as well. But even that requires a little bit of utility like you mentioned, blind, aegis, reflect etc.

Raid only takes advantage of a very limited potential of the combat system gw2 offers. Compare to PvP/WvW, the pressure you feel is way less. All that matters is just a few major mechanics. There is no interesting terrain usage, because the boss AI obviously can’t handle that. The whole combat is still mostly monotonic with a group of people crowding on top of boss. Looking at Sab being a stationary cannon is just hilarious.

Despite of how much Anet messes up their PvP/WvW, the combat there is still the only place that takes full advantage of the game’s combat system. As for PvE, it has no lasting value even for the seemingly amazing raids.

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Posted by: Mesis.2951

Mesis.2951

Thanks for your opinions.

My first post might not have sounded exactly what I meant.

I know dodge is huge in this game. My point was that even when you dodge perfectly every boss ability, there still should be a window for boss to catch you without endurance.

Other things that would prevent zerging the boss could be:
Boss removes condition from him (turn them into regeneration, dmg on players and so on)

Remove boons from players (-||-)

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

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Posted by: ODB.6891

ODB.6891

Thanks for your opinions.

My first post might not have sounded exactly what I meant.

I know dodge is huge in this game. My point was that even when you dodge perfectly every boss ability, there still should be a window for boss to catch you without endurance.

Other things that would prevent zerging the boss could be:
Boss removes condition from him (turn them into regeneration, dmg on players and so on)

Remove boons from players (-||-)

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

Nearly every word you have written boils down to you wanting to force everyone to wear tanking gear like you do. I know I wouldn’t want to play a game like that.

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Posted by: Coulter.2315

Coulter.2315

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

Its like the ghost of Karl Marx is here with us xD

Seriously though the Raid does have plenty stuff like the things you wanted in the OP.

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Posted by: Mesis.2951

Mesis.2951

Well, it would be nice if also open world content had these kinds of things

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Posted by: cranos.5913

cranos.5913

Well, it would be nice if also open world content had these kinds of things

You’re kidding right? CC in open world doesn’t work very well because people don’t even know what it is, just look at the vinetooth.

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Posted by: LegACy.1296

LegACy.1296

Well, it would be nice if also open world content had these kinds of things

Yeah, when one world boss is actually hard and require people to properly do stuff, barely anyone was able to kill it and it ended up got nerfed hard (yes, I’m referring to Chak Gerent)

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Posted by: Iris Ng.9845

Iris Ng.9845

Well, it would be nice if also open world content had these kinds of things

Looking at the champion Queen Mushroom.

Right… As if she didn’t have those annoying features. Or the (champion) bladedancer, chak blitzer… >.>

“Raids are like fortune cookies. You eat the cookie and then read the paper scraps.”

- doranduck, 2016 on Lore in Raids

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Posted by: Astralporing.1957

Astralporing.1957

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time.

Actually, the dps meta for raids was created on the very day we got to betatest Vale Guardian. Since then, new, better methods of dealing damage were found, and strategies perfected, but that was just finetuning of the same general idea.

Actions, not words.
Remember, remember, 15th of November

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Posted by: NikeEU.7690

NikeEU.7690

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

Its like the ghost of Karl Marx is here with us xD

Seriously though the Raid does have plenty stuff like the things you wanted in the OP.

Karl Marx was a genius who had incredibly well thought out points. So there is some minor difference here…

[DnT]::Nike::
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Posted by: skarpak.8594

skarpak.8594

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

thats because most defensive traits are purly kitten for that.
look at strength of the fallen, guardian trait. removing 1 condition every 10 seconds.
so, you have one condition now, but you have also to wait 9 more seconds.

why should anybody take some useless self denfensive traits (especially damage dealers in raids), when they or the whole group can cover those situations just with skills / boons they can use, when they are needed and not when a trait thinks he has to do it now without any need.
why should a dmg dealer like ele take a (minor-)trait like geomancer’s defense, when it is already covered by a protection spamming revenant.
or you have hammer guard as tank at vale guard wich also grants protection with his symbols.

no one sane in his mind would waste the dmg of an entire taitline just to get some personal protect.

and it will be always like that. stuff will firstly get covered by skills. if skills aren’t enough, traits will be taken. are there some single traits wich for example take a condition from the whole group: why should the whole group waste traits so that they take all a condi remove in traits when one person can do it for them.

it was always about the team and it will ever be like that. its a online game after all.

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Posted by: ODB.6891

ODB.6891

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time.

Actually, the dps meta for raids was created on the very day we got to betatest Vale Guardian. Since then, new, better methods of dealing damage were found, and strategies perfected, but that was just finetuning of the same general idea.

You mean those strategies where you actually do damage to the boss to reduce his health bar? Is that the meta you are referring to? What other strategy would they be fine tuning….singing to the boss until it gives up?

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Posted by: Thaddeus.4891

Thaddeus.4891

Thanks for your opinions.

My first post might not have sounded exactly what I meant.

I know dodge is huge in this game. My point was that even when you dodge perfectly every boss ability, there still should be a window for boss to catch you without endurance.

Other things that would prevent zerging the boss could be:
Boss removes condition from him (turn them into regeneration, dmg on players and so on)

Remove boons from players (-||-)

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

Why?? Why punish player for too high dmg?? Is there a reason other than you dislike it??

Add complexity to the encounter to force people to bring more tools to the fight is a great idea, but artificially punishing players for bringing dps is just as stupid as have so little mechanics that you only need to dps the crap out of every single enemies.

The goal of the game is to kill enemies so at the end of the day it’s always gonna be able optimizing the dps of your group to kill faster. The point is to push enough complexity and different mechanics to push for diversity in build. So that people have several things to think about when they create their build and not just dps.

The game was always like that, but as the power creep continued to grow and grow dps was more and more able to completely pass through mechanics, leaving less place for utilities/support. Raids are pretty great about that now, but dungeon and fractal not as much as they used to. Fractal lost big time in that department with HoT and Dungeon lost is like 2 years ago.

Thaddeauz [xQCx]- QC GUILD

(edited by Thaddeus.4891)

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Posted by: RSLongK.8961

RSLongK.8961

One would guess that by killing dungeon anet would get rid of these “autistic” threads.
Can we resurrect “BINGO” too? if so… BINGO!

Main: Warrior|Character counter: 16

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Posted by: skarpak.8594

skarpak.8594

btw. there is already a mechanic that punishes players for doing damage.

just look at gorseval…you either need a good healer / sustain / stuff to get through, or you will die if you mindlessly dps (especially as ele with a bazillion hits per second) when his breakbar is up. so either a good healer or you simply have to stop your dps if you have no heal and your hp looks like 2% left.

so, it is already there…you just can’t make a whole fight like this…but in some periods it is fine as you see.

so maybe…think before you write. its all there…maybe just to blind to see.

(edited by skarpak.8594)

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Posted by: savacli.8172

savacli.8172

Boss removes condi or otherwise uses them to its advantage? Maybe? The touchy subject would be some conditions are critical to a players’ functionality vs other classes just uses condi’s as a supplement.

Boss removes boons from players? That one wouldn’t be too bad so long as the removal is reasonable. Though with the average team comp those boons would come right back within moments so there wouldn’t be a terrible inconvenience from this gimmick.

Punish players for doing too much damage? That one’s just silly. We already have an enrage timer that’s telling us that we have to do so much damage in a certain block of time otherwise the boss’s damage output multiplies. With that suggestion you’re just asking players to play Goldilocks: not too much damage, not too little damage, but just the right amount.

You mean those strategies where you actually do damage to the boss to reduce his health bar? Is that the meta you are referring to? What other strategy would they be fine tuning….singing to the boss until it gives up?

But….but…that’s how I beat Ursela in Kingdom Hearts….

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Posted by: Pandabro.8743

Pandabro.8743

Other things that would prevent zerging the boss could be:
Boss removes condition from him (turn them into regeneration, dmg on players and so on)

Remove boons from players (-||-)

Punish players for too high dmg (each 2% spawn adds, aplly debuff, …)

Hey guys! I found the one responsible for the current state of Fractal Instabilities! What should we do with him?

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Punish players for doing too much damage? That one’s just silly. We already have an enrage timer that’s telling us that we have to do so much damage in a certain block of time otherwise the boss’s damage output multiplies. With that suggestion you’re just asking players to play Goldilocks: not too much damage, not too little damage, but just the right amount..

I actually like the way Subject Six does it. He spawns a mob after having taken so much damage, so if the group’s damage is too low and if they’re tunnel visioning too hard he can easily heal back up and blow everyone up. I could see a raid boss employing something like this to force players to divert their attention from the boss momentarily to regain control of the rest of the encounter.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: SlyDevil.3952

SlyDevil.3952

You mean those strategies where you actually do damage to the boss to reduce his health bar? Is that the meta you are referring to? What other strategy would they be fine tuning….singing to the boss until it gives up?

Bard specialization confirmed for mesmer?

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Posted by: savacli.8172

savacli.8172

Punish players for doing too much damage? That one’s just silly. We already have an enrage timer that’s telling us that we have to do so much damage in a certain block of time otherwise the boss’s damage output multiplies. With that suggestion you’re just asking players to play Goldilocks: not too much damage, not too little damage, but just the right amount..

I actually like the way Subject Six does it. He spawns a mob after having taken so much damage, so if the group’s damage is too low and if they’re tunnel visioning too hard he can easily heal back up and blow everyone up. I could see a raid boss employing something like this to force players to divert their attention from the boss momentarily to regain control of the rest of the encounter.

Subject 6 is different. What OP was suggesting was a static response to “too much damage” so that teams that would be hitting too hard would be punished by being spammed with mobs spawn and/or debuffs at a faster rate than what they could handle. Subject 6 does not go into disc mode as a response to damage or any action in particular but rather just has it as one of its attacks for use. In that case players, have the option to cease fire or can intentional break him (with unblockable CC) to carry on with the fight.

The whole summoning of “healer mobs” during the encounter isn’t anything new and is rather trivial since high DPS teams can ignore the obstacle altogether while lower DPS team have yet another hurdle to clear. Heck, in the case of Subject 6, those little guys just get nuked by the time they enter the AoE/Danger Zone

Ultimately, it’d be rather annoying to have a contradiction of “you gotta kill the boss fast!” while introducing a gimmick that hinders you or otherwise make you regulates your damage. It’s a raid: we know we have to do a lot of damage, we know we gotta be able to withstand a lot of damage.

Bard specialization confirmed for mesmer?

/GrabsFlute

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(edited by savacli.8172)

Damage Wars [PvE discussion and ideas]

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Ultimately, it’d be rather annoying to have a contradiction of “you gotta kill the boss fast!” while introducing a gimmick that hinders you or otherwise make you regulates your damage. It’s a raid: we know we have to do a lot of damage, we know we gotta be able to withstand a lot of damage.

I don’t necessarily agree. In a lot of cases it’s obvious you want to damage the boss, but having some reason to dial it back and manage some other mechanic is also very cool. If a boss spawns an add every 5% of his HP that he loses, and that mob is a very dangerous champion, I would consider that a fairly cool mechanic. You’d have to be able to stop DPS on a dime and manage that champion, then go back to the boss. Alternatively, some groups could run extra bulk that enables them to ignore the champion, burn through 15% of it’s life, and then handle 3 champs all at once. That might even be faster! That kind of mechanic, I think, would be totally valid and awesome to see in a raid encounter.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Astralporing.1957

Astralporing.1957

Check out raids. They have pretty much exactly what you described. :P

Not really. Raids is still all about damage. Everyone just takes traits that maximize damage. No need for utility trait, no need for sustain trait, no need for condie cleanse.

Not when everyone was doing it for the first time.

Actually, the dps meta for raids was created on the very day we got to betatest Vale Guardian. Since then, new, better methods of dealing damage were found, and strategies perfected, but that was just finetuning of the same general idea.

You mean those strategies where you actually do damage to the boss to reduce his health bar?

Trying to oversimplify things to the point of ridiculousness, are we?

No, what you said is not the strategy, but the goal of the encounter. Strategy lies in how that goal is accomplished.

Is that the meta you are referring to?

No, by “finetuning the idea” i meant those little things like where and when to burn the boss, and what builds to use. You know, those small details that decide whether you win or fail. And you already know what meta i was referring to.

Actions, not words.
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Damage Wars [PvE discussion and ideas]

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Posted by: randomguy.1283

randomguy.1283

Ultimately, it’d be rather annoying to have a contradiction of “you gotta kill the boss fast!” while introducing a gimmick that hinders you or otherwise make you regulates your damage. It’s a raid: we know we have to do a lot of damage, we know we gotta be able to withstand a lot of damage.

I don’t necessarily agree. In a lot of cases it’s obvious you want to damage the boss, but having some reason to dial it back and manage some other mechanic is also very cool. If a boss spawns an add every 5% of his HP that he loses, and that mob is a very dangerous champion, I would consider that a fairly cool mechanic. You’d have to be able to stop DPS on a dime and manage that champion, then go back to the boss. Alternatively, some groups could run extra bulk that enables them to ignore the champion, burn through 15% of it’s life, and then handle 3 champs all at once. That might even be faster! That kind of mechanic, I think, would be totally valid and awesome to see in a raid encounter.

I agree, but that isn’t penalizing a group for having higher dps, its the same amount of mobs total either way, what I think was being suggested was that mobs would only spawn if dps is at a certain point, which is a terrible idea.

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Posted by: Thaddeus.4891

Thaddeus.4891

Ya there is a difference between forcing people to regulate their dps with mechanics and just strait punishing players for having high dps.

One is a good thing, the other not so much. I actually thing that forcing player to regulate their dps is an awesome idea. Forcing player to know when to dps and when to not dps is more engaging imo than just DPS without thinking. For exemple when Gorseval have a break bar, you can continue to dps him at the cost of your hp. Either you make sure you have a healer to keep you alive, or you regulate your dps to stay alive. That’s adding a bit of complexity and decision making to the fight.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Rising Dusk.2408

Rising Dusk.2408

I agree, but that isn’t penalizing a group for having higher dps, its the same amount of mobs total either way, what I think was being suggested was that mobs would only spawn if dps is at a certain point, which is a terrible idea.

Ah, yes, in that case I certainly agree. Game design shouldn’t punish people being skilled and efficient players, and I can safely say that future raid content will not punish people for being “too good” at DPS.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: SlyDevil.3952

SlyDevil.3952

No-glide gors would be a good example of regulated dps. You either phase him before a 2nd world eater, or just after it has started. Hitting that middle ground ends up wiping your team while he is invuln.

Just like speed clearing dungeons allowed for different tactics than running through with a pug, you had to hit certain break points in terms of dps to use some strategies.

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Posted by: Velho.7123

Velho.7123

Let me make it clear what this game is about: killing stuff.
How to make it fun and engaging? Make killing stuff as hard as engaging as possiblr. Introduce break bars, the need for soft/hard CCs on Seekers, movement, soft CCs on Charged Souls, boon stripping enemies, kicking bombs, throwing bombs, not exploding bombs on your teammates’ faces. Also known as doing everything to stop you from killing foes. But you must not forget you must still kill your enemy. As fast as you can. Because it is not fun to spend 10 minutes to phase Vale. You become as effective as you can on the side stuff other than damage, while maximizing damage because you’re there to kill it. Kill it, not look at it.

Matt [LOD]
Guardian main since launch