How to make Dungeons more Teamworky

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: g e o.2589

g e o.2589

So now all the dungeons are STACK, ZERK, GO – ALL WARRS or in case of CoF – ALL WARRS AND 1 MES. NO NECROS, RANGER OR ENGIS. NO CLERIC GUARDS.

I doubt many people enjoy this kind of things – and you know, they are right. Here I am suggesting some stuff that is not too vague and will actually be helpful to make dungeons more oriented on teamwork and co-op instead of zerkfest.

Healers Having a healing skill shouldn’t mean you don’t need to be healed by any other means. So first step towards should be to make Healers more useful in dungeons. Currently we have 5 classes that can heal take role of healer – Engineer, Guardian, Elementalist, Mesmer, Necromancer. Best of these are Elementalist and Guardian and maybe Engineers in case of Healing. Healing right now is not a useful mechanic in dungeons because of following reasons: a) Most healing builds increase your Toughness, Bosses aggro on Toughness therefore you are primary target and have to heal yourself instead of others. b) Bosses have mostly one-shot mechanics which mace it almost useless to heal because healing is not greatly effective on downed player since vitality is greatly increased. c) Most damage can be avoided and stacking resolves everything so healers are not needed in dungeons.

How to make Healers needed. Instead of one shot mechanics make almost-Lethal mechanics. Make those one-shot skills knock down the player and leave 1hp – therefore they can not heal immediately and need someone else to do so or else they will go down. Also, making bosses aggro on player that deals most damage will create need of healing. Stacking also kills healing so making all boss attacks AoE will resolve this since players would have to move around and do not receive as much damage as while stacking.

Conditions Conditions is extremely horrific in PvE especially in Dungeons. Necromancers rarely get accepted in a group since Necros are mostly Condition. So, making bosses vulnerable to conditions as much as to standard DPS would create need for at least 1 condition build since most conditions can be applied from range so the player wouldn’t die too much.

Crowd Control Crowd Control is extremely useless in Dungeons, Defiant buff is just breaking whole game mechanic. Removing this would be nice but also to avoid CC spamming making bosses invulnerable to CC for 5 seconds after previously affected by CC would solve this without much problem.

if these steps actually work as they are supposed to GW2 will get more groups with at least 1 healer and 1 condition – crowd control is mostly secondary mechanic available by most builds.

I hope some of this would at least partly make into game I know suggestions are not always just booted in there but since Anet is trying to nerf Zerkers this would be great addition to same patch.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: deSade.9437

deSade.9437

I see. No.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Wouldn’t that be creating the holy trinity this game wanted to stay away from at all costs?

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: LittleLepton.8915

LittleLepton.8915

I’d be afraid if the trinity came to gw2… Wouldn’t the loot system also need to change? How would healers get anything? What would the benefit be?

I don’t know. I do think dungeon and boss mechanics should become less trivial (I like challenge), but I don’t think they should do this in the current dungeons, rather new content that requires a new play style.

You don’t know me.

#LilithFan#1

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Tachii.3506

Tachii.3506

But the majority of players as far as I know don’t want team work in dungeons.

Case in point: Aetherblade path of Twilight Arbor.

SBI – Thief and the occasional Guardian & Warrior.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: LittleLepton.8915

LittleLepton.8915

But the majority of players as far as I know don’t want team work in dungeons.

Case in point: Aetherblade path of Twilight Arbor.

I think you mistake the fear of getting terribad pugs and not completing for not wanting to exercise teamwork in dungeons, tbh.

You don’t know me.

#LilithFan#1

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Donari.5237

Donari.5237

Why is this thread posted both in here and in General?

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: notabot.3497

notabot.3497

The only healing you need is group condition removal. And that is only sometimes needed for specific fights, and happens to be on good trait lines for specific classes. As for Defiant, yeah extremely annoying, but organized groups can burn off stack and still get the required CC skills off.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: mahariel.4981

mahariel.4981

If you don’t think there’s teamwork in dungeons you haven’t played in a proper group.

No, we don’t want healers. We don’t want tanks.

I’m fuming from this moronic ANet response about the zerker “problem”, so OP may I suggest you

GET OUT

Sanctum of Rall (NA) | [LOD]
MorrĂ¯ Mahariel | Serah Mahariel | MorrĂ¯
A bunch of amateur solos from yours truly

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Heltzer.2435

Heltzer.2435

If you’re bringing a healer like toon to a dungeon than its only because you plan to compensate for another party members lack of player skill. So basically the remaining three party members are the ones really clearing the dungeon. One member can’t dodge an attack by actually watching the animations….they must be used watching little bars fill up, second member feels sorry for players like that and decides to trait and gear for healing….sounds like a three man to me already. There is nothing wrong with zerker toons…..they’re just better players imo

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Syn Sity.5826

Syn Sity.5826

The thing about healing is that not only are your covering for other player’s lesser performance, but it doesn’t even work. There is no aoe heal build in this game good enough to really keep people alive if they can’t provide their own damage mitigation properly.

[DnT]

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Heltzer.2435

Heltzer.2435

Givers and clerics on an elementalist is about the only toon that can mass heal a group. Staff 5, arcane brilliance blast, and arcane wave blast.

Still pointless imo.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: J Eberle.9312

J Eberle.9312

I see. No.

How to make Dungeons more Teamworky

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

But the majority of players as far as I know don’t want team work in dungeons.

Case in point: Aetherblade path of Twilight Arbor.

that is bad case example. The reason people don’t run that, myself included it’s because it’s filled with unskippable cutscenes it takes too much time for the reward it gives (2g).

The boss mechanics of that path are very enjoyable, but the infrastructure is killing it.