And then they die.”
(edited by Spotred.7125)
Let me introduce the scenario;
I’m a lvl 70 thief; specced into vitality, toughness and initiative gain.
My build focus heavily on blind and mobility to stay alive, and the added defensive stats is to “sustain” the damage I fail to avoid. Now I’m playing “Sorrow’s Embrace”, preparing my play style to achieve the gear-set with ease. I bet you’ve already guessed my problem..
“Immune to blind”
While it’s logical that moles are blind and hence immune to blind, it’s a game design choice which I’m really annoyed with. The same applies to all type of “light immunity”;
fire, water, ice, freeze, poison etc.
Why should a game which contains dragons, speaking frogs and all other amazing creatures bother the player with logic?!
I can absolutely not see the justification to make a mob immune to blind, and therefore hinder my potential because it’s logical! It’s not a tactical decision for me to say:
“Hey I’m fighting a mole! I better not use my pistol an dagger for 3 hours”
I Am not against heavy cc immunity!
Having a counter on the boss and working towards a moment of tactical hard crowd control is great (imo).
But when the “trash mobs” are limiting my power because “they’re already blind” it’s against what GW2 is all about;
give the player a feeling of contribution!
Tl;dr
I am not against heavy cc immunity! I just want the “logical immunities” removed, because they are not adding anything to the gameplay worth to defend.
Or am i wrong?
(edited by Spotred.7125)
trust me I raged a lot too when I came to SE on my necro for the first time …. as condition/wellmaster and plague elite… -.-
I would love to have a dualspec or a freespec button (I’ll even pay gems for it if I must).
Oh no, moles.
In kitten’s name, that kind of logix separates GW from the other mmos. It’s a big plus for me, I’d hate it if I could blind moles.
Use weakness then. Poison field + blast finishers are pretty kitten amazing.
I would love to have a dualspec or a freespec button (I’ll even pay gems for it if I must).
While that is a possibility it should simply not be any need to feel that way. It has no tactical fundamental baseline! The spells should simply not be half as effective because it’s “logic”, there is (as you said) no fun in that.
Oh no, moles.
In kitten’s name, that kind of logix separates GW from the other mmos. It’s a big plus for me, I’d hate it if I could blind moles.
It does not separates GW from other MMO’s, it might be that GW use the “logic” on better places. But in nearly every MMO I’ve played special mobs have some kind of immunity.
I might feel like it’s more punishing in how the combat is here. But i really don’t see the reason why it should completely reduce the spell effect by half with no substitute.
Use weakness then. Poison field + blast finishers are pretty kitten amazing.
Why should i be forced to do that, just to be effective against some moles?
Complete immunity isn’t fun, it’s frustrating. Why can’t my blinding power at least confuse the moles because their smell sense is distracted?!
I don’t want to feel like a freaking Magikarp using splash for 3 hours
(edited by Spotred.7125)
As a fellow rogue… i went for shortbow/dualdaggers in SE. I always keep weapons in the bag for “just in case” scenarios.
We can still bleed ghosts, so thats a given right?
Because there’s this thing called variation, and the same strategy won’t work for every mob in the game. I actually had to pull out the tool kit as an engineer once in Twilight Arbor explorable. If you insist on being a melee thief in dungeons, that’s your problem. Shortbow provides blast finishers and mediocre AoE damage, so you could go to that instead. Finishers aren’t bad when you’re throwing them at every field you see. At that point, you can actually somehow contribute to the team’s efforts (as a collective, not yourself dealing mad deeps) as a thief, as you have been in the past encounters with blind fields.
rsegames.3916:We can still bleed ghosts, so thats a given right?
Yeah, and don’t forget the zombies! They die from blood loss right?
Kamahl.3621:Because there’s this thing called variation, and the same strategy won’t work for every mob in the game.
There is no variation around a mob being completely immune to a “light cc”. That’s real life logic added to a game of magic. And it does not add a fun or interesting factor other than; “nope this doesn’t work, better try something else”.
It’s like a pre-defined -> rock / paper / sizzor <- model. Where i feel that a game like GW2 can do better… A freaking bird drop a piece of copper; why is something based on logic and others not?
And btw sorry, added a spoiler bar (more for the irony); i’m specced in vitality and toughness so i’m not dealing mad deeps in dungeons.. Gonna remove that bar.
(edited by Spotred.7125)
Small bump for more discussion material Anyone else feel like this kind immunity is fine / should be removed?
Obiouvsly no.
This game was meant to be played in a dynamic way. Reason because doesn’t exists the trinity, nor an idiot class choice while grouping. IF this kind of idiot use of the class was available, we was reading now the trash again LF1Thief blind or other stupid acronyms like gw1 “LF1 232kjh4spiritspammertank”
Lucas Ashrock.8675:Reason because doesn’t exists the trinity, nor an idiot class choice while grouping. IF this kind of idiot use of the class was available, we was reading now the trash again LF1Thief blind or other stupid acronyms like gw1
I can’t see your main point here. The other instances aren’t affected by the same immunity and i’ve yet to see anyone call for LF1Thief blind in these scenarios (and btw other classes have blinds too..).
The point is that the Immune mechanic is not justified by any reasonable game mechanic. It has no strategic value or justification behind it.
Example
Person 1: The moles can’t be blinded because it’s logical
Person 2: But why can ghosts be affected by bleed then?
It’s a poorly and cheap attempt of adding “strategy” to the game.
I play a Necromancer and Guardian and thus I understand your pain.. However if it weren’t for some of these traits, the mobs would be pretty boring too. Everything would just be a reskin of each other and perhaps use slightly difference abilities.
My mesmer buddy always goes OHNOES Destroyers! Alright guys, you’re going to have to carry this. Burning makes up a big portion of his damage output and thus he struggles more with burn immunities.
And I kind of like that, certain professions will find certain immunities more bothersome than others. In the end, how these mobs are set up are also part of the difficulty to the dungeon.
I play a Necromancer and Guardian and thus I understand your pain.. However if it weren’t for some of these traits, the mobs would be pretty boring too. Everything would just be a reskin of each other and perhaps use slightly difference abilities.
My mesmer buddy always goes OHNOES Destroyers! Alright guys, you’re going to have to carry this. Burning makes up a big portion of his damage output and thus he struggles more with burn immunities.
And I kind of like that, certain professions will find certain immunities more bothersome than others. In the end, how these mobs are set up are also part of the difficulty to the dungeon.
Fair points, and i agree with the baseline of why they add the immunity. But I feel that this system is old and overused;
what if an engineer threw some oil at the target, and through that remove the mob immunity against burning?
It could been so much better than just – “nope this doesn’t work feel like nothing for 1 hour during this instance”. I agree with what you saying, but i just don’t get why players tag along with how it’s working now.
(edited by Spotred.7125)
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