Ladies and gentlemen, I come to you with a simple request:
Stop using the word “rez-rushing.” Forever. Never again (beyond this post).
“Rez-rushing” is a terrible buzz-word that means absolutely nothing. Do you know what normal people call “rez-rushing”? Respawning. “Respawning” is the word one uses when wanting to describe the action of coming back to life after dying in a multi-player format video game and then running back to the front lines. This isn’t a new concept.
The only reason that “Rez-rushing” as a term even exists is so a select few ANet developers can delude themselves into thinking that running to a fully dead ally in the midst of a boss fight or environmental death trap, kneeling by said ally and subjecting one’s self to certain death situations for 15-second intervals qualifies as “teamwork.” Moreover, apparently dying and sitting out of a boss fight because your teammates are smart enough not to kill themselves trying to resurrect a fully dead ally while there are 1 or 2-hit KO attacks flying about the area also qualifies as “teamwork” in the eyes of ArenaNet. In a game where raw, consistent damage is king (given that there is no trinity), developers decided on a whim that crippling a dungeon group’s ability to do damage should someone in that group die was a good idea.
It’s a 5-man team; not a 40-man raid where losing 2 or 3 people might not be that big of a deal, or getting some sort of spawn wave might actually have an impact on battle. You NEED all five people there constantly to be successful. Removing that just makes dungeons more artificially difficult, tedious and annoying.
ANet, it isn’t fun dying to a dungeon mob, and then not being able to respawn because your teammates can’t reach you and the NPC that’s following you decided to engage in a 5-minute melee with stray enemies, thus preventing your ability to respawn at a waypoint. It isn’t fun dying at a boss and then sitting out for the rest of the fight because your team can’t rez you, but can still kill the boss (it just takes an extra minute or two). Most importantly, subjecting yourself to resurrecting a dead ally doesn’t promote “teamwork.” It detracts from dungeon progress and gets other players killed. Furthermore, since it does nothing except expose players to lethal situations (i.e. “That incoming attack will kill you, but you’re just going to sit there and take it because you’re resurrecting someone.”) it technically promotes bad play since GW2 PvE is all about avoiding and mitigating the high damage that mobs do in high-level areas.
Therefore, please, to everyone here: don’t gratify ANet by using their stupid buzzword. Then, to ANet: remove the “feature” that denies one’s ability to respawn at a waypoint in dungeons if anyone in your party is in combat. It’s a horrendous idea and was poorly implemented. It does nothing but promote more grindy, artificially difficult play and is part of a prevailing, disappointing trend in your current game design philosophies that run completely in contrast to the goals that you described 2 years ago in your so-called “MMO Manifesto.”