(edited by Sublimatio.6981)
Wishlist for Training Area
The boss moves.
Mechanics that require the player to move, and dodge, are implemented.
Mechanics that immunity or condition clear the boss are implemented.
The boss moves.
Mechanics that require the player to move, and dodge, are implemented.
Mechanics that immunity or condition clear the boss are implemented.
I fail to see a reason to do that unless the mechanics are an exact replica of some raid mechanics.
I understand that you probably want to see even more “realistic DPS” on the Golem, but it really varies for every boss, so Golem numbers with random mechanics will be meaningless.
Totally agree with the wishlist, different food buffs could be nice too.
Food and utility buffs
The boss moves.
Mechanics that require the player to move, and dodge, are implemented.
Mechanics that immunity or condition clear the boss are implemented.
I fail to see a reason to do that unless the mechanics are an exact replica of some raid mechanics. I understand that you probably want to see even more “realistic DPS” on the Golem, but it really varies for every boss, so Golem numbers with random mechanics will be meaningless.
Less meaningless, though. I mean, really, what I’d like is SimulationCraft for GW2, so that we can get out of the business of using single sample Patchwerk fights as a measure of DPS at all, but moving on, something akin to these events: https://github.com/simulationcraft/simc/wiki/RaidEvents
That is, player and boss movement, invulnerability, and not present in that list, dodge required, since those are at heart the basic elements that sit behind fight mechanics in gw2.
It’s not about “perfect simulation”, or about improving the player “ability to improve / execute”, but rather, about having less terrible numbers because a punching-bag target is the worst case for understanding relative class performance.
I should probably just pull my finger out and consider slapping together a basic simulation for GW2 myself, just to be done with the idea. I’m just lazy.
edit: oh! and not “random mechanics”, but rather, “absolutely predictable mechanics”, which you can turn on and off, so they play out the same every single time. because random would be useless, but “dodge/move required every 5 seconds or 20k damage” is useful, if you apply it to different classes.