Why should “all glass cannon” be the most efficient way to run every dungeon?
because
1. its the way with the highest risk involved
2. its the only way that makes full use of the combat system
3. its the only way that 100% depends on player skill, teamwork and nothing else.1. Almost true. When you kill enemies before they can even fire off their third attack (and a GC ele can even tank the first two), not so much. That’s pretty close to the lowest risk.
2. Well, no it doesn’t. The “combat system” involves a lot of parts that never see use in speedruns currently, such as conditions, boon removal, snares, etc.. Balanced groups actually make full use of the combat system.
3. Not so much “player skill” as “rotations”, but I will agree with teamwork. Enemies in dungeons are currently too simplistic for player skill to be a large factor. It relies more on the limitations of enemies rather than player skill.As an aside, has anyone done speedruns of Aetherpath? I’m curious about that one because it does feature more challenging enemies.
Anyone can pull off some wierd scenarios to make X look bad.
How about fighting lupicus zerker vs cleric or pvt gear?.. see which is higher risk? hint hint, its not the cleric or pvt gear
Now that they nerfed Firey Greatsword, true. The sub-15 second kills, not so much.
Again, I don’t have an issue with 5 glass cannons being the most efficient group for a dungeon. I have an issue with it being the most efficient for every dungeon.
If by efficient you mean fast then no, nothing should beat out a high damage, high risk, high rewards.
Why would anything else be more efficient? Zerker gear should be the most efficient for every dungeon because it allows for a faster run. Outside of a solo run where conditions will allow for fast kills because no one else is ruining your condition stacks.
Any gear will allow you do clear any content. But why anyone would think that Solider (or any gear with defensive stats should) gear should be more efficient then zerker ( or any gear with purely offensive stats)gear is beyond me.
Ideally, enemies would be dangerous enough to force glass cannons to back off frequently. More durable characters may have lower damage output, but be more consistent as well. Because AI in dungeons don’t use defensive abilities and attack so slowly that Blinding Powder shuts them all down, this isn’t the case. They die in the initial burst or they don’t land anything in the time it takes for the rest of the group to finish them off. The risk is actually lower in many cases if you go glass cannon because your active defenses hold out long enough.
Consider in PvP. 5 glass cannons is not the ideal setup there because players defend themselves and aren’t completely shut down by blind because they attack more frequently than you can blind. They also move out of the blind fields. However, glass cannons do have a place there in efficient teams. They just aren’t the be-all-end-all like in dungeons. In PvE, it’s Zerk or go home. PvP and WvW, there are a lot more in viable options and an all zerk group is likely to get demolished.
Ideally, dungeon enemies would have mechanics that prevent all-glass cannon from being very effective. This does not mean that you couldn’t aim for 3 glass cannon and 2 more durable, though. For example, a dungeon featuring lots of mobs with very high Toughness would push out Zerker for Rabid, Carrion, or Sinister for at least one party slot. Why? Because stack & smack Zerker doesn’t kill them as fast as a condition damage build would. This is one, very simple thing that can be done to immedietly open up more versatile compositions.
The only way this “zerker” meta will ever see a shakeup is enemy overhauls. I realize this is a lot of work, but it really does need to happen.