FoWSC GW1 & the Holy Trinity

FoWSC GW1 & the Holy Trinity

in Guild Wars 2 Discussion

Posted by: SoPP.7034

SoPP.7034

Any1 who is familiar with FoWSC or UWSC from GW1 knows that team composition wasn’t strictly ‘Holy Trinity’, what there was was a diversity that meant you could play more specific to your play style, or indeed your mood.

I went back to a FOWSC run for the first time today since GW2 release. While the limitations behind GW1 technology were rather obvious it became overwhelmingly apparent to me that the mechanics to make a successful run happen in FoWSC were impressive, more so for UWSC. Where some individuals play a greater role than others but ultimately everyone relies on one another to get a job done.

Long story short a Dungeon walk in GW2 feels slow and boring in comparison. Where people talk more about glitching and exploiting than having discussions around builds and what professions work best.

GW2 is different to GW1 and while I can appreciate that ArenaNet wanted to move away from concepts like using consumables to create Speed Clears. Have we in doing so created a generic play style that while accessible to everyone ultimately tailors to no one?

A warrior, a guardian, and an elementalist walk into an open field…
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”

FoWSC GW1 & the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Apolyon.6937

Apolyon.6937

But Speed Clears were based in 1 single skill, if you remember in GW1 when the people started abusing Shadow Form there were also many people complaining because it become harder to form groups for “normal” playing, and everybody wanted to rush for their ectos/obsis for the Obsidian Armor.

If you want that kind of team composition, we have the same tools in GW2, look for example at the Dredge Fractal, where the team have to split before accesing the chamber with control panel…

So yes, the actual Dungeons doesn’t have that feeling, but this was also the case at the beginning with FoW and UW, it was later when the players decided to play it that way. And eventually, ANet may be able to add more content that can be played like that, with different members of the team doing different tasks.

The only difference is that in FoW and UW you could complete the tasks in any order you like (or many of them at the same time doing Speed Clears), and the current dungeons follow a path where you get rewarded with boss chests. Eventually, when the human gods come back to Tyria (maybe in future expansion) we will be able to enter FoW and UW again

FoWSC GW1 & the Holy Trinity

in Guild Wars 2 Discussion

Posted by: UnderdogSMO.9428

UnderdogSMO.9428

MMO’s grow and change often getting better as time go’s by.

Unlike all the wow clone’s that just copy the combat that wow already dose well, GW2 trys something new, It will grow and change and get better ((harder)) as both the Devs and the Players lern more about it.

((i think its funny how for the first few mounths every one was saying HOW HARD GW2 was… and now that they have an understanding of how a fight works “Oh its brain dead easy…..” )) Anet didnt want us to be overwhelmed befor we even had the opertunity to lern to swim

FoWSC GW1 & the Holy Trinity

in Guild Wars 2 Discussion

Posted by: SoPP.7034

SoPP.7034

Shadow Form did more for stepping outside the Holy Trinity than anything I’ve seen so far in Gw2. While MT is specifically there to control aggro, T1 and T2 hold very unique roles outside the Trinity.

What took ArenaNet by surprise was just how the community could use SF in so many different ways, a Speed Clear of Frostmaw as an example.

Should a SC be based around one skill? Probably not, but if people didn’t want to conform they had the choice. Use their own heroes, wait for an event to come around to rally PUGs, there’s no choice in GW2.

The Dredge Fractal is a good example of some actually required team coordination, which, tbh ALL dungeons should have elements of. It has nothing to do with a build you have to run, weapon set required, indeed to quote myself. “in doing so created a generic play style that while accessible to everyone ultimately tailors to no one.” which is real issue here. You can play whatever you want, know one really cares, so long as everything progresses reasonably, but it offers generic play and allows for more and more people like this:
https://forum-en.gw2archive.eu/forum/game/gw2/Confessions-of-a-Magic-Find-Leecher/first

As you said somewhere down the track ArenaNet may rejig the system to offer more variety, lets hope the foundation they’ve created lets them do that, personally I believe they can.

For the record I argued against making Dungeons easier:
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeons-are-great-Anet-Don-t-nerf-them/first#post65050

A warrior, a guardian, and an elementalist walk into an open field…
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”

(edited by SoPP.7034)