The purpose of stopping res-rushing?

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: nethykins.7986

nethykins.7986

I’m a little confused on what the intention of stopping res-rushing is.

Capping waypoints during combat was only curing the symptom, not the illness.

  • If it was to improve cohesion in a group – it only puts a noose on new players and gets them into a tight corner. They begin to hold up the group, there’s a possibility of frustration and an ultimate kick from the party to find someone more competent Or worse the player decides they’ll never be good enough and so opts out and never runs a dungeon again.
  • If it was to improve people healing dead players – then an overall, but slight, buff to the speed at which you “combat-res” or res downed players in dungeons, would have sufficed.
  • If it was to increase the need to learn mechanics – I don’t think this will work. It’s only going to encourage a whole new wave of people to “glitch” bosses because, well, it’s less of a hassle for everyone in the group to do so.

Basically, I’m unsure of what angle at which this choice was taken. Anyone have a better understanding of it that would care to explain to me?

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: DancingPenguins.9875

DancingPenguins.9875

The purpose is to get players to actually learn their class and game mechanics so they will actually become successful in the upcoming new contents.

As it stands right now, a lot of players simply fail their way through content. This skill cap means more interesting mechanics can’t be implemented because your average player probably can’t handle them despite the game being physically capable.

Once enough players get use to this level of “difficulty”, less simplistic game mechanics can be implemented.

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: iced cooly.5794

iced cooly.5794

If the purpose is to make people work better as a team and learn their class then that is all good but I think it also means they should remove revive orbs. These will become pay to win items, this idea makes me want to vomit… I hope this is not one of their intentions, to make more profit from revive orbs and other boosters.

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: DancingPenguins.9875

DancingPenguins.9875

If the purpose is to make people work better as a team and learn their class then that is all good but I think it also means they should remove revive orbs. These will become pay to win items, this idea makes me want to vomit… I hope this is not one of their intentions, to make more profit from revive orbs and other boosters.

If people need res orbs for anything but Maw…

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: Fiif.1684

Fiif.1684

I think the reason they stopped it is because it was a bad mechanic? I mean other games figured this out as well, allowing people to run back during a fight is a dumb idea. It takes away the punishment for death, its just a bad design choice.

Also those revive orbs should never have been in the game…

The purpose of stopping res-rushing?

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Posted by: Psybunny.8906

Psybunny.8906

The purpose is for people to actually learn how to play and become familiar with their dodge button. Graveyard zerging and exploiting everything was always a disgusting tactic in my eyes. People who rolled through the dungeons, died constantly and never stopped to think what was the cause of their death or how to prevent it are getting a rude wakeup call. Hopefully the final result will be more skillful pugs.

Darnit those “pay-to-win” revive orbs, if there only was a way to avoid using them. Oh right.

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: Drachshyish.2319

Drachshyish.2319

I mainly think its kinda annoying at this time… The bomb tunnel if CoF 3 counts as being in combat after all, and that one is not easy for all classes.
And if you play a squishy build it can also get punishing very fast on some bosses… CoF 3 boss kills my necro in 2-3 hits, and for some reason boss types dont like my necro :S

The purpose of stopping res-rushing?

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Posted by: Rochambeau.4502

Rochambeau.4502

The purpose is very simple.

90% of the content at release has become irrelevant far faster than ANet expected.

These changes are stop gap measures to make dungeons more “time sinky” in order to extend their life as much as possible.

Most people (myself included) had no idea what a Dress Up Barbie progression game would look like instead of the traditional gear progression process.

The sad truth is a LOT of the gear that ANet put in is not worth the effort to collect soley on looks alone.

The purpose of stopping res-rushing?

in Fractals, Dungeons & Raids

Posted by: Koga.7215

Koga.7215

If the purpose is to make people work better as a team and learn their class then that is all good but I think it also means they should remove revive orbs. These will become pay to win items, this idea makes me want to vomit… I hope this is not one of their intentions, to make more profit from revive orbs and other boosters.

If people need res orbs for anything but Maw…

I have done every dung path multiple times (but Arah p4, never get ppl who will do it or stay at simin to get it done, another story) and have never needed to use a revive orb, nor has anyone in the groups. We also never have needed to wp-zerg any fight (rarly using a wp when group is in combat). We did not even need to exploit bosses to do this. Why? we all know our classes, how to dodge, and understand the fights.

now the average player will need to learn these same things to progress and not just fail their lives away ingame. good changes!