Dodge mechanic makes Zerker builds viable

Dodge mechanic makes Zerker builds viable

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Posted by: rotten.9753

rotten.9753

just because nobody uses them in the cup doesn’t mean they arent good.

That’s what meta is in pvp. Meta in pvp and pve has a bit different meaning.

http://wiki.guildwars.com/wiki/Metagame

Dodge mechanic makes Zerker builds viable

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Posted by: Diba.4682

Diba.4682

I dont know if anyone knows this… but there is a condition coming out called taunt…. it may make tanky builds more viable, just saying.

Dodge mechanic makes Zerker builds viable

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Posted by: Jana.6831

Jana.6831

And even 2 out of 5 in an organized team is not that common as it was sound to be.

It’s 2 zerkers and 3 celestials most often. There’s no gear stats diversity in PvP so I have no clue why anyone would ever say there is.

Shh – don’t just use one of my senteces and pretend that was all I have been talking about.
I’m valk in pvp btw.

Dodge mechanic makes Zerker builds viable

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Posted by: rotten.9753

rotten.9753

Shh – don’t just use one of my senteces and pretend that was all I have been talking about.
I’m valk in pvp btw.

I’m not going to talk about wvw because I have no clue what’s going on there. That’s why only selective quote.

If you play valk it doesn’t mean there’s a diversity because only a really small minority uses it. After all, that’s the major argument people in this thread make – that meta is singular, not that everyone runs zerker because that’s simply bull.

Dodge mechanic makes Zerker builds viable

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Posted by: phys.7689

phys.7689

just because nobody uses them in the cup doesn’t mean they arent good.

That’s what meta is in pvp. Meta in pvp and pve has a bit different meaning.

http://wiki.guildwars.com/wiki/Metagame

tournament cup meta, and unranked/ranked meta are not always the same thing.

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Posted by: Jerus.4350

Jerus.4350

I dont know if anyone knows this… but there is a condition coming out called taunt…. it may make tanky builds more viable, just saying.

It’s a control effect, meaning requires no defiance, with the change to defiance coming at the same time you’ll only be able to use it to drain the “breakbar”. So no, likely not going to do much at all.

Dodge mechanic makes Zerker builds viable

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Posted by: rotten.9753

rotten.9753

tournament cup meta, and unranked/ranked meta are not always the same thing.

It’s the matter of perspective. Plus the thing with the ability to join ranked/unranked game without the fear of getting kicked. If you had to make a premade group before joining a game (like gvg or tombs/ha in gw1), the meta in ranked/unranked would be very similar to the one in top tournaments.

Dodge mechanic makes Zerker builds viable

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Posted by: Harper.4173

Harper.4173

We currently have an ongoing discussion blaming the downed state for people using only the zerk armor build. But isnt it the dodge mechanic that plays a huge role in making the zerker gear viable ? Especially in boss battles. I mean as long as you can dodge the big hits of the boss wearing minimal defence and maximum offense gear works fine.( for eg Lupi fights in Arah) Am not saying that dodge function should be removed, it is one of the signature combat mechanics of GW2. But I think we are underestimating the impact this has on gameplay and builds. With the right trait set up you can dodge and completely nullify most of the incoming damage while dishing out maximum damage on the enemy wearing purely zerk gear.

I think devs must consider this while deciding on how to encourage diversification of builds in this game. Perhaps we need more attks that cannot be dodged ?

What are your thoughts on this ?

More attacks that cannot be dodged basically means less skill required. Because a player now has to “eat” some hits and as such the skill he needed to dodge them is no longer required. He can now just put on more tanky gear to compensate.

So you’re taking skill out of the game and replacing it with more passive gameplay. Yay.

If here they fall they shall live on when ever you cry “For Ascalon!”

Dodge mechanic makes Zerker builds viable

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Posted by: Harper.4173

Harper.4173

A mechanic that allows skilled players to defeat content is a good mechanic for an action based game. This is by design to allow actual skill to play an important role in fights instead of relying on gear.

But then from what we see here Skill in playing is overpowering the effect of gears (which is something people want i guess) BUT the skill needed isnt much. Hence any player with limited skill in dodging and using his other skills well is currently able to nullify effects of wearing pure zerker gear.

This is subjective. I’ll bet you money the majority of GW2 players can’t play this game in full zerker.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Prototypemind.4026

Prototypemind.4026

Some things to think about:
Various words of wisdom…

Kudos for typing that out intelligently and in an easy to read through manner. A good reply to the topic at hand.

As to the OP, this wouldn’t really be action-based combat if the premise were that all players would be required to spec to soak up damage. As Indigo and others have put it over and over in thread after thread, even games with tanks and healers have DPS who spec to put out as much damage as possible. Generally there are passive abilities somewhere in the spec that allow for recovery from one decent sized hit and often to account for the need to cleanse, but the idea is to end every encounter as quickly as possible.

I would be for perhaps the addition of mechanics that require more active response during fights, perhaps like Teq’s hardened scales that must be countered or clearing becomes and impossibility. That said, having to build to soak up damage seems like nothing more than wanting to make content take longer for the sake of doing so.

Would the Vine Wrath champ encounters be more fun if players simply had to stand around and take damage rather than burn pustules, activate flowers, use poison bubbles properly, etc? I really don’t see that making the game remotely more enjoyable for anyone except players with a secret tanking fetish. I enjoyed tanking in my former MMO, but I sure liked DPS a whole lot more, and I love that this game allows me to actively engage in it—actively being the key word, because there is no sitting still in most of the more enjoyable content.

Dodge mechanic makes Zerker builds viable

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Posted by: Prototypemind.4026

Prototypemind.4026

Some things to think about:
Various words of wisdom…

Kudos for typing that out intelligently and in an easy to read through manner. A good reply to the topic at hand.

As to the OP, this wouldn’t really be action-based combat if the premise were that all players would be required to spec to soak up damage. As Indigo and others have put it over and over in thread after thread, even games with tanks and healers have DPS who spec to put out as much damage as possible. Generally there are passive abilities somewhere in the spec that allow for recovery from one decent sized hit and often to account for the need to cleanse, but the idea is to end every encounter as quickly as possible.

I would be for perhaps the addition of mechanics that require more active response during fights, perhaps like Teq’s hardened scales that must be countered or clearing becomes and impossibility. Maybe fights where each player must bring a cleanse to the table in order to survive long enough to get through the encounter, perhaps with damage from DoT effects making some necessary channel mechanic an impossibility. That said, having to build to soak up damage seems like nothing more than wanting to make content take longer for the sake of doing so.

Would the Vine Wrath champ encounters be more fun if players simply had to stand around and take damage rather than burn pustules, activate flowers, use poison bubbles properly, etc? I really don’t see that making the game remotely more enjoyable for anyone except players with a secret tanking fetish. I enjoyed tanking in my former MMO, but I sure liked DPS a whole lot more, and I love that this game allows me to actively engage in it—actively being the key word, because there is no sitting still in most of the more enjoyable content.