Or perhaps to rephrase it slightly better: due to the absense of a dedicated healer and a good aggro mechanic, there’s no way to invest a boss’s difficulty in the damage he deals.
I know that in most MMO’s it’s often considered bad to invoke WoW as an example of how to do things right. There’s a lot of people with grudges towards that game for whatever reason. I don’t care. I’ve not played Cataclysm or Mists, but I have raided almost everything there is to raid up to and including Icecrown 25 hardmodes, so I like to think I know a thing or two about PvE that works.
Quite simply, GW2 PvE does not work.
Do bosses die? Yes. Are dungeons completable? Yes. Can any group setup at all complete a dungeon and defeat a boss? Yes, and while this was initially one of the game’s main selling points, I contend that it is now its prime drawback. Why?
Because if you want to create a dungeon that players can enter with any class setup whatsoever, then you cannot design bosses to account for the presence of certain abilities. You can’t give them high damage, because players might not be able to outheal it. You can’t give them a varied arsenal of abilities, because players might not be able to counter it all. All you can effectively do is give them a boatload of health and make even a group of exotic-clad players take 15 minutes to deplete it.
I like it believe that after spending 5 minutes in combat with the boss without dying, wiping or generally struggling to hold on for dear life, a group has proven their ability to defeat a boss. Everything after that is pure chore and a waste of time. Yet for some reason every boss in the game exists as a pure health dump. There’s not a single encounter in all of HotW explorable or SE explorable that can be rapidly completed. I’ve not fought a single storymode boss that doesn’t take forever.
ArenaNet, don’t you agree that it would simply be a lot more fun to be able to design a boss with interesting abilities? I know that with the way we can switch our utility skills and weapons on the fly and adjust our traits according to what each encounter expects of us, you’d think that perhaps bosses would have some more up their sleeves than “kite them around and shoot them from range.”
I understand that some players will come into this thread and rightfully point out to me the versatility of the Necromancer and how that class deals with conditions, the importance of the Guardian and how that class will take care of boons and heals, the CC of warriors or the combo fields produced by thieves and and elementalists, but the truth of the matter is that this all serves to reinforce my point. Yes, dungeons get easier when you take a diversity of classes, but they are designed to be completed by teams far less diverse in an attempt to increase accessibility.
How awesome would it be if there was a boss whose danger was not so much in having some AoE ability (as most seem to have) but in tossing around stacking conditions that would require rapid removal or even redirection. Then you could for a change not give him a bajillion HP but far less and make the challenge not in depleting the healthbar but in managing the way he afflicts group strength.
Blizzard learned this lesson long ago. Their first dungeons and first raids were nothing but encounters that were major health dumps. With each dungeon boss in this game I feel like I’m back to fighting General Drakkisath or Garr. There’s no fun to be had, here. There’s a reason why WoW’s later dungeons became much more dynamic. The drawback there is that certain encounters require the presence of certain classes, but that also adds importance to playing such a class. Right now picking a class really only revolves around a preference of playstyle and not so much your utility to the group. You want to be a Mesmer? Fine. But you could also be an Engineer. We don’t really care. It’s all up to you.
I’ve so far not completed a single dungeon where players were sad to see that it was over. After 15 to 20 minutes of fighting Wollam or the Destroyer of Worlds or whatever other sort of boss you run into, people have generally had enough.
I will say that Blizzard eventually overdid it in WotLK, where some 5 man heroics were nothing more than 10 minute rushfests where you pulled trash along with the boss and AoE’d it all down because you were geared to hell and didn’t care anyway. I feel that GW2 has the potential to strike a solid balance between the state of dungeons as it is now and WoW’s other extreme, but first the developers have to really change their PvE mindset for that to start happening.
So that’s it. Hope to see some people agree.
(edited by Eain.7825)