Let me first mention that I really like GW2. A game with great potential. The game is still young and Anet has proven to be very ambitious, which is why I feel that this post is worth the effort.
It is rather long, for the lazy people, or those short on time there is a very short recap near the bottom of part 7.
Endgame PvE: Where difficulty comes down to dodging
Lupicus, Liadri, Mai Trin, and Subject Alpha are just a few of the more difficult encounters we can find in GW2. But I’ve found that pretty much anything that is difficult in GW2’s PvE involves either a lot of dodging or frantic jumping against a time limit.
To many players, this reflex based play style must appeal, otherwise GW2 wouldn’t be the success it is today. But to many of the players that have enjoyed its prequel, the focus on reflexes nowadays is tiresome. Encounters barely (if ever) require you to change builds, it feels as if no encounter is problematic as long as you dodge in time.
This focus on reflexes as the way to define difficulty has a few terrible disadvantages.
- Berserker gear. Hard foes often kill you if you get hit once (or by several AoE fields at once), no matter what gear you wear. So it’s basically dodge or die. We might as well sacrifice all sorts of healing and armour for more damage then. While the damage reduction from toughness is quite effective mathematically, it doesn’t matter at all if a missed dodge or bad positioning still kills you in one second. In fact killing faster is the best defence, it reduces the chance of someone missing their dodge.
- PvE Builds. While GW2 has lots of options when it comes to builds, a large part of it is only appealing in PvP. Pulling foes is only done once, by a guardian, to pull the mob together with a greatsword. Pushing is actually a hindrance most of the time, since it throws foes out of any AoE damage your friends have brought. And in the few cases where a pull might be useful, like getting Mai Trin inside the electrical storm, it is not really required. (She’ll just follow you over there)
Getting an interrupt on a huge boss attack is also something that I have not yet been able to do. (Or felt the need to)
- My character has nothing unique to offer to the fight. This is put a bit harsh, but apart from bringing my guardian for reflects and party wide aegis (so my team can miss a few more dodges). I only feel uniquely useful if I’m using portal or shadow refuge. After all, anyone can dodge and hit. And that’s all we need.
- Smart players with bad reflexes. There are plenty of bright people in my guild that managed to do the hard content in GW1 that are struggling with the terrors of GW2. Bringing protective gear and some extra healing just doesn’t help. If you don’t have the reflexes, you’re going to fail. And since difficulty is for a large part defined by the amount of time you can keep going without messing up a dodge…Yeah you’re going to have to miss out on all the challenging stuff.
What can be done to make this game less dodge dependant?
All professions have similar things to offer. This was probably done to get rid of the trinity and I can see the value of that. However we have a lot more to offer than just damage and dodges. The following skills are not available to all professions, but common enough to more frequently be required (not just useful) in a difficult team based encounter. Adding an environmental weapon that completely replace these is often unnecessary, the fact that we need these makes coming up with a build interesting and difficult. (For instance, pulling the oozes in Detha’s path in AC requires pulling, but no clever build at all.) An extra quest to get an npc/weapon to help should take some time to make it a suboptimal strategy.
- Interrupts
- Knockdowns
- Knockbacks
- Slows
- Immobilizers
- Pulling skills
- Teleports
- Leaps
- Movement speed enhancers
- Boon removal
- Healing
- Protection
- Blinds
- Blocks
- Reflects
- Invulnerability
- Projectile absorption/destruction
- Retaliation
- Stealth
- Summoned creatures
- Stability
- Area denial (Line of warding for example)
- Combo fields
- Conditions
- Floating
- Sinking
- Traps
- Quickness
- Stunbreakers
- Condition removal
Many of these are already being used, but on the side, rather than as the main course. (With the exception of stealth, reflection and condition removal in some areas of the game.) Yet they can easily be the centrepiece of a players build. In a dungeon someone could take it upon himself to become “The boon remover”, which is ridiculous at the moment.
Now some of these could be required with a very straightforward approach, such as setting the tar boss on fire in Arah path 1. Others can find their way in a more subtle manner. Such as the bomb room in CoE path 1. Pushback and interrupt skills can shine there for example.
End of part 1
(edited by The Lost Witch.7601)