Two Cents About Raids
In order to beat the raid bosses, you need a healer and a tank. Admittedly, in GW2, the healer can also be the tank.
But you need DPS, dedicated healing, and a tank to control aggro. Seems pretty trinity to me. The fact that GW2 has its own take on how these things work is besides the point. Each game decides how they want to interpret the concept of trinity roles in a game. Regardless, most groups that succeed in the raid encounters have been doing something like this:
- 1 Healer (99% of the time a Druid, admittedly, but the occasional Tempest has been known to show up from time to time)
- 1 Tank (Many classes can actually do this just fine. This role can also be consolidated into the Healer role as well. Classes that do well include, but are not limited to, Engineer, Mesmer, and Guardian.)
- 8 DPS (All classes can do this)
If what people wanted from raids was a trinity in GW2, they got their wish in raids. The “meta” of raids is most certainly a trinity. A hard trinity even. Most groups have a dedicated tank, a dedicated healer, and everyone else dedicated DPS. There’s nothing soft or “pseudo” about it.
So basically what you’re saying is have boss do more damage so there can be more healers and more tanky builds so that you can slowly poke the boss to death?
That sounds less exciting than being on your toes, doing damage, avoiding getting hit and having the healer burst heal you when you’re in danger.
IMO, your suggestion takes out the “perfect execution” out of raids, and leads it to a battle of atrition with more forgiveness for mistakes.
And I agree with Neko. Maybe tune down the enrage timer a bit if you will, it lets you be more flexible on which dps classes you can bring…
Sigh again… Enrage timers =/= All DPS. A lack of sufficient damage pressure to players is what causes people to take all glass DPS.
Enrage timers or mechanics discourage an opposite meta which is worse than an all DPS meta. Enrage timers or mechanics are essential for adding complexity to an encounter which forces players to make decisions based on damage or survivability and min/max to get the best of both. You don’t want mechanic overload, it makes bosses confusing and not very much fun, so a simpler approach is to make fun mechanics that you have to deal with WHILE trying to do as much damage as possible.
That said, I think there are better ways of doing enrage “timers” than are currently in the encounters we’ve seen. Soft enrages are much better, encounters where pressure is slowly (or quickly) tuned up until you cannot possibly survive any longer. For example AoE fields that progressively cover the area you have to move around in or boss damage ramping up in a final phase until no one can survive.
How many different topics on enrage timers can we get? This is going to break the record for all the repeated anti zerk threads there were in the past.
oh but it wont break the mounts threads
How many different topics on enrage timers can we get? This is going to break the record for all the repeated anti zerk threads there were in the past.
Just wait for the day where they combine both (not like they haven’t already started)
You know, it’s not even an “anti-zerk” thread; I’m not hard-charging for it to be removed completely. It serves its purpose in speed clear dungeons and perhaps earlier Fractal levels respectively. It’s simply just time for something different for raids.
Include more difficult mechanics that are more damaging to the squishy members forcing people to actually think harder about build set-ups. It’s too easy to just throw together berserker armor and away you go. There is no challenge. Scale down the HP to make the fights less time consuming if you have to.
My two cents is just to make the content more challenging instead of more of the same thing that we have been doing for 3+ years.
T_T The squishy members survive because there is a tank and a healer to protect them. The healer incorporates Healing Power and the tank incorporates Toughness. Is that not enough?
Yeah but weskay, how does making content more challenging involve wearing gear that isn’t berserker? Unless you would prefer it to be assassins/sinister or something? If so that’s already the case. If you’re referring to wanting more people using tanky gear then that’s a different story.
If you wear gear that gives you vitality/toughness then you are sacrificing offense for defense, thereby attempting to make it easier for yourself. That’s fundamentally different than what it seems like you’re trying to do.
Also condi builds deal higher sustained DPS a lot of the time than direct damage ones do depending on the class, so technically it’s not really a berserker meta as you’re suggesting it is.