So about that zerker meta...
Enrage timers are good, this is supposed to be hard content and you have to be a very good player to finish it AND you have to be willing to change your team comp to what is needed, not just what you want to play. Removing timer just lowers the amount of skill needed and is replaced with time needed.
All that enrage timer does is a dps check.
It has nothing to do with the actual encounter being hard.
And as long as proper mechanics are in place, the encounter would still be hard even without a timer. Because more time spent in the fight also means more chances for people to do fatal mistakes.
I don’t think ArenaNet understands how to design PvE. Raids enforced the very thing they wanted to stop.
In other words, unless you beat phase 1 before 6 minutes, 30 seconds you will not have enough damage.
Yes.
It’s a very good design decision if you ask me.
It allows for more variety in content design: you now have three things that prevent you from beating a boss:
1- punishing mechanics: where you fail to execute and you cant recover. You cannot have too many of these, or the game becomes cheesy. The lightning is one example.
2- can recover from it with build diversity: small doses of damage that is avoidable but using your heals or some dedicated healer may be better than spending 90% of the time runnin/dodging
3- can recover with enough dps: you are teleported away from the boss if you stand in the wrong spot. This is a soft mechanic, because you can fail to execute and still come back, but you fail too often and here comes the enrage timer! No enrage timer, and this mechanic is worth nothing.
So getting rid of the enrage timer gets rid of 33% of the mechanics to make an encounter fun. Even worse, it doesnt push players to play better.
The first boss is great as is, and i havent been even close to beating it yet.
Yesterday I used my brand new sinister build 12-16k dps build on the vale. He still had 97% health after the timer hit 6 min.
So even if EVery player has this huge dps, we still can’t make it? what is this bullkitten. Unless he has some hidden ‘self heal’ mechanic, this is just so wrong.
i can assure you 100% you did not have 12-16k dps …. + if you brought boss only to 97% then you had to AFK whoel time i those 4 minutes(?) ….
Yesterday I used my brand new sinister build 12-16k dps build on the vale. He still had 97% health after the timer hit 6 min.
So even if EVery player has this huge dps, we still can’t make it? what is this bullkitten. Unless he has some hidden ‘self heal’ mechanic, this is just so wrong.
i can assure you 100% you did not have 12-16k dps …. + if you brought boss only to 97% then you had to AFK whoel time i those 4 minutes(?) ….
I think he meant that s/he soloed it to see how much s/he did personally, meaning 70% remaining by 6 minutes.
Honestly, that’s fairly impressive considering that they managed to deal with the circles with only one player. I’m assuming sinister minion necromancer in order to get enough bodies into the circles?
(edited by Eponet.4829)
If you’re complaining about timers or gear viability, raids are not for you. Neither is Tangled Depths, or probably HoT for that matter. Go back to Central Tyria, where you can wear whatever you want and be see success (except for Triple Trouble, that’s not for you either). I am not being sarcastic. Different situations have different requirements, deal with.
look, we’re 4 pages into this thread and im still not sure exactly what is supposed to be the role for “build diverse” players wearing, say, soldier or something.
i mean, ok, you want to run soldiers.
…what would a soldier player role be anyway?
i mean, what does a “soldier player” contribute to a fight better/more than more specialised roles?
This thread is incredible.
ANet said nothing about wanting to remove Berserker’s as a viable gear stat combination. What they wanted to inhibit was having your entire team be Berserker’s and outright ignore mechanics because content was too easy. They wanted to change the paradigm from “finishing content as fast as possible” to “struggle to finish content at all”. Thus, what they did was create content that was hard enough and damaging enough to force a couple players in a group to think about things from a different angle, and thus you get healers. Cleric’s Healers. The very fact that people are arguing about how necessary healers are indicates that ANet succeeded at doing exactly what they wanted to do: diversify the builds and roles that people are using. Ten days ago no one in their right mind brought Healing Power to instanced PvE content.
Yes, introducing the holy trinity into a game heavily sold on the specific lack thereof is definitely a good thing that should be celebrated…/sarcasm
This thread is incredible.
ANet said nothing about wanting to remove Berserker’s as a viable gear stat combination. What they wanted to inhibit was having your entire team be Berserker’s and outright ignore mechanics because content was too easy. They wanted to change the paradigm from “finishing content as fast as possible” to “struggle to finish content at all”. Thus, what they did was create content that was hard enough and damaging enough to force a couple players in a group to think about things from a different angle, and thus you get healers. Cleric’s Healers. The very fact that people are arguing about how necessary healers are indicates that ANet succeeded at doing exactly what they wanted to do: diversify the builds and roles that people are using. Ten days ago no one in their right mind brought Healing Power to instanced PvE content.
Yes, introducing the holy trinity into a game heavily sold on the specific lack thereof is definitely a good thing that should be celebrated…/sarcasm
Actually, most of this game is STILL not needing holy trinity and the part that does need it is not for the average player anyways and still requires a huge DPS approach to beat it. You’re sarcasm is fail.
you could also run zealot and help healing up with marginal dps loss, its hardly a heavy trinity system when all you need is a player with a few traits and skills swapped around to simply drop a couple of heals in green circles here and there, the tank still cares for his own hp more than anyone else.
also tanks can run zerker with a little added toughness to hold aggro.
the trinity is still very much unneded, all you need is a good player able to hold aggro and that knows where to pull the boss. (a pseudo-tank?)
So the problem is you cannot go in full nomad and facetank everything because there is a timer? Hm, maybe time to learn the boss.