GW2 Mechanics for a noob point of view

GW2 Mechanics for a noob point of view

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Posted by: Tiger.7958

Tiger.7958

Firstly, nice game. Some may not like the content out but the free patches have been fun for me and my partner. Leveling was a blast and quite easy. We’ve really been enjoying the game but I’m seeing a trend in things and it’s putting me off continuing to play.

The mechanics of this game, as advertised, are no trinity and play as you wish. The problem with that is you’ve made the general content revolve around mainly one thing, DPS. I feel this creates a problem in many aspects of the game. You’ve basically scrapped the trinity for the DPS duo (DPS and DPS support). You’re basically creating a bottleneck effect by pushing people to be high dps, or play the way you want but you won’t be as effective. This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree. So, each class can experience a different aspect of the game. If you need to be a certain role for a dungeon just pay 3 silver to be a great tank or you can be a jack of all trades and do a bit of everything well. It’s not a trinity per say but more of a role placement. This way you can truly play whichever way you want and still be effective. You’ve alienated people who like playing healers and tanks. This option gives everyone the best of both worlds.

The next problem I’ve identified with this game is the active defense system. The main problem with this system is one thing, LAG. No matter how fast your reflexes are no matter how good you are at reading skills if you lag all your skills count for nothing. For example, you’re fighting a boss with a one shot skill. If you lag for half a second during that skill your dead, no matter how skilled you are. The saving grace I can think of is if you happened to pop an invuln skill before the attack. How fun is that?!

My suggestion for this would be go back to a passive system but enable the choice to choose our defense through gear. That way you’re allowing us to be more tanky but we have to sacrifice something to obtain it. That way if we’re fighting a boss with a one shot skill and we lag we have a chance of survival, because right now we don’t(outside of that one I mentioned).

These mechanics also translate to the pvp aspect of the game. Damage is good above most else. I, myself, play a Hammer and Longbow and I do fairly well with my build but high dps classes still kill me before I can outlast them. The other problem with an active defense system is you’ve created a race that is really short in stature and is hard to read when using skills. Thus putting other races at a disadvantage.

You’re creating a dynamic that is boring and very one sided, in my opinion. I would like more choice. I may get hammered and flamed for this post but it’s my honest opinion that this is a great game and it could be amazing with some tweaks.

Cheers

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Posted by: Aloysiouss.1025

Aloysiouss.1025

This is a GREAT idea Arena net needs to listen

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Posted by: AntiGw.9367

AntiGw.9367

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

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Posted by: Aloysiouss.1025

Aloysiouss.1025

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

But its still more variety than everyone dps

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Posted by: Karizee.8076

Karizee.8076

We pretty much have that now – between traits, sigils, weapon choices, utility choice, gear and runes, I can go tanky (a bunker build) or high dps (glass cannon) or support.

Lots of different ways to play, explore the options available to you

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Posted by: Tiger.7958

Tiger.7958

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

Because it gives you choice, mate. You don’t have to tank tank tank but you can go into both healing and tanking and keep yourself healed while tanking. Or DPS tank or Group heal and tank. There are so many options from choice.

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Posted by: Tiger.7958

Tiger.7958

We pretty much have that now – between traits, sigils, weapon choices, utility choice, gear and runes, I can go tanky (a bunker build) or high dps (glass cannon) or support.

Lots of different ways to play, explore the options available to you

I see your point but I still think effectiveness is based mainly off of pure dps. If you don’t bring the pain you may not kill the big boss. Tanky builds only do so much and are relatively ineffective in group settings as it stands right now.

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Posted by: DeathMetal.8264

DeathMetal.8264

There is already a choice. As you said yourself, you are a noob, and hence, may not see that certain build can be created to be more tanky, to be more group healer, or to be conditioner or a mix and match of that.

The great thing about GW2 is that, the player is not stereo-type into one part: healer, dps, tank. Anyone and everyone can do that, though certain class do better in some aspects than the others, which makes it good.

Play the game longer, play other class longer, get more experience with lots of build variety.

Players already have a choice.

Lv80 Thief |Mesmer |Necromancer|Ranger|Guardian|Warrior|Elementalist|Engineer
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Posted by: Tiger.7958

Tiger.7958

There is already a choice. As you said yourself, you are a noob, and hence, may not see that certain build can be created to be more tanky, to be more group healer, or to be conditioner or a mix and match of that.

The great thing about GW2 is that, the player is not stereo-type into one part: healer, dps, tank. Anyone and everyone can do that, though certain class do better in some aspects than the others, which makes it good.

Play the game longer, play other class longer, get more experience with lots of build variety.

Players already have a choice.

Yes, I am noob haven’t been playing very long but I fail to see the choice. Just because I’m new doesn’t make my points any less valid. As I said tanks, at the moment, are fairly pointless when your dps needs to be a high enough to kill things fast. There is no “healer” in gw2 just a lot of little support heals that are fairly disproportionate to damage. What does that leave viable….. DPS. I wrote this in the hopes that people saw what I saw.The trend I have seen is kill things fast before they kill you. Where is the choice?

I play a warrior and I think it’s a problem when I get told Zerker or gtfo.

(edited by Tiger.7958)

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Posted by: Kirschwasser.3972

Kirschwasser.3972

Tanking does pretty much nothing in this game because there’s no way to hold aggro and being designed to tank tends to mean you do almost no damage. So you’re not really protecting anyone while simultaneously not really helping the encounter end.

I actually support the trinity because at least it gives people concrete roles to fill. When there’s only one role to fill, people are going to find the one class that does it best.

I think the only problem with GW1’s roles were that there was only one good healer, while all the other classes were great at various things.

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Posted by: Tiger.7958

Tiger.7958

Tanking does pretty much nothing in this game because there’s no way to hold aggro and being designed to tank tends to mean you do almost no damage. So you’re not really protecting anyone while simultaneously not really helping the encounter end.

I actually support the trinity because at least it gives people concrete roles to fill. When there’s only one role to fill, people are going to find the one class that does it best.

I think the only problem with GW1’s roles were that there was only one good healer, while all the other classes were great at various things.

I agree. However, I’m not trying to turn this into a Trinity vs. No Trinity discussion. I would like to turn this into a Choice vs DPS Duo discussion.

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Posted by: Zayd Akira.1942

Zayd Akira.1942

Firstly, nice game. Some may not like the content out but the free patches have been fun for me and my partner. Leveling was a blast and quite easy. We’ve really been enjoying the game but I’m seeing a trend in things and it’s putting me off continuing to play.

The mechanics of this game, as advertised, are no trinity and play as you wish. The problem with that is you’ve made the general content revolve around mainly one thing, DPS. I feel this creates a problem in many aspects of the game. You’ve basically scrapped the trinity for the DPS duo (DPS and DPS support). You’re basically creating a bottleneck effect by pushing people to be high dps, or play the way you want but you won’t be as effective. This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree. So, each class can experience a different aspect of the game. If you need to be a certain role for a dungeon just pay 3 silver to be a great tank or you can be a jack of all trades and do a bit of everything well. It’s not a trinity per say but more of a role placement. This way you can truly play whichever way you want and still be effective. You’ve alienated people who like playing healers and tanks. This option gives everyone the best of both worlds.

The next problem I’ve identified with this game is the active defense system. The main problem with this system is one thing, LAG. No matter how fast your reflexes are no matter how good you are at reading skills if you lag all your skills count for nothing. For example, you’re fighting a boss with a one shot skill. If you lag for half a second during that skill your dead, no matter how skilled you are. The saving grace I can think of is if you happened to pop an invuln skill before the attack. How fun is that?!

My suggestion for this would be go back to a passive system but enable the choice to choose our defense through gear. That way you’re allowing us to be more tanky but we have to sacrifice something to obtain it. That way if we’re fighting a boss with a one shot skill and we lag we have a chance of survival, because right now we don’t(outside of that one I mentioned).

These mechanics also translate to the pvp aspect of the game. Damage is good above most else. I, myself, play a Hammer and Longbow and I do fairly well with my build but high dps classes still kill me before I can outlast them. The other problem with an active defense system is you’ve created a race that is really short in stature and is hard to read when using skills. Thus putting other races at a disadvantage.

You’re creating a dynamic that is boring and very one sided, in my opinion. I would like more choice. I may get hammered and flamed for this post but it’s my honest opinion that this is a great game and it could be amazing with some tweaks.

Cheers

I stopped reading after you said you wanted to bring the trinity back into the game.

Like you said before, the game is based off of not having the trinity, lets try to not bring it back. I all for further profession depth and specialization, but bring back the trinity is not the way to go about it. that just brings us back to “oh I cant get a group because I’m not a healer or a tank” or “oh we cant finish this dungeon because we don’t have a tank or a healer”

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Posted by: Sylentir.8913

Sylentir.8913

Currently, in most open world and dungeons (Not high-end PvE like fractals), DPS is all there is. However, people frequently ignore that Fractals generally have support characters at higher levels. Furthermore, in WvW, which is largely an extension of PvE, zergs without some support are zergs that get chewed up alive by siege and/or other zergs.

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Posted by: emikochan.8504

emikochan.8504

Asks for choice > Wants to follow the trend

what.

Welcome to my world – http://emikochan13.wordpress.com

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Posted by: Tiger.7958

Tiger.7958

Asks for choice > Wants to follow the trend

what.

I actually thought my suggestion was more based in the sandbox part of mmo gaming but everyone thinks I’m suggesting bring back the old stuff. I’m suggesting using the old stuff but allowing us to choose a mix or a role we want to play. Perhaps I didn’t explain it well. Every class gets the 4 trait trees and then the person can choose which role they want to fulfill. If you want to be a dps/healer you can.

Whether you realize it or not in GW2 you are still fulfilling a role. Most roles in Gw2 consist of dps or dps support.

In my suggestion you wouldn’t have to wait around for so and so to run a dungeon because you, yourself, can spec into any tree that suits you.

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Posted by: Kirschwasser.3972

Kirschwasser.3972

Actually, that’s been my argument, too. They should have kept the trinity but made it so every class could fulfill every role. That way there’s actual, like… roles in the game. Not just everyone face-slamming every encounter.

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Posted by: Klawlyt.6507

Klawlyt.6507

Pre-launch, ANet was all about the “new” trinity of damage, support, and control. If they came out with more content that encouraged use of support and control, I think they’d be on to something. But bringing back The Trinity? I think most folks came to GW2 to avoid the things like that.

Of course, if you want support and control to matter, you could always join those of us fighting other humans. All three roles are quite useful in WvW and PvP.

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Posted by: Zahme.7802

Zahme.7802

For me it sounds like you want that GW2 has the same mechanic as Rift.

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Posted by: Kirschwasser.3972

Kirschwasser.3972

Yeah, I’m growing more an dmore interested in WvW the more and more I play PvE.

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Posted by: Konrad Curze.5130

Konrad Curze.5130

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

8/19/2013

the day when everybody doing dps was considered more varied than a mix of tank, heal and dps

a day to remember, folks!

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Posted by: Klawlyt.6507

Klawlyt.6507

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

8/19/2013

the day when everybody doing dps was considered more varied than a mix of tank, heal and dps

a day to remember, folks!

Here’s the thing though, does having a choice of 3 different mindless play styles really make any one person’s play more varied?

In WoW et al you get three choices of monotonous gameplay. You can spam your taunts, stand there and be healed. You can spam your damage rotation, stand there, and hope not to need healed. You can Play whack-a-mole with your team mates’ health bars.

Granted, GW2’s PvE could use some tuning (which is why I mostly fight people instead of bots), but even needing to dodge once in a while makes spamming your rotations a bit more interesting.

It all comes down to 2 things. 1) GW2’s dungeons could be made more interesting by many means other than putting The Trinity in, and 2) if you reeeeeeeeeally need the trinity that bad, you can play basically any other MMO on the market. Or, go for DCUO, where there are actually 4 roles!

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Posted by: Konrad Curze.5130

Konrad Curze.5130

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

8/19/2013

the day when everybody doing dps was considered more varied than a mix of tank, heal and dps

a day to remember, folks!

Here’s the thing though, does having a choice of 3 different mindless play styles really make any one person’s play more varied?

In WoW et al you get three choices of monotonous gameplay. You can spam your taunts, stand there and be healed. You can spam your damage rotation, stand there, and hope not to need healed. You can Play whack-a-mole with your team mates’ health bars.

Granted, GW2’s PvE could use some tuning (which is why I mostly fight people instead of bots), but even needing to dodge once in a while makes spamming your rotations a bit more interesting.

It all comes down to 2 things. 1) GW2’s dungeons could be made more interesting by many means other than putting The Trinity in, and 2) if you reeeeeeeeeally need the trinity that bad, you can play basically any other MMO on the market. Or, go for DCUO, where there are actually 4 roles!

one person’s play cannot be varied unless you intend people to fill all roles at once, which is impossible. whatever GW2 or any game on the marlet does, one person will always be filling a single role.

its all about the group dynamics.

at the moment, GW2 revolves around everybody doing as much DPS as possible under the basis that the best defence is a good offense. groups are made to maximize DPS so the mob dies faster than it can kill people. thats neither varied nor interesting, pidgeonholes everybody into a couple acepted builds, and is a total waste of the systems that the devs intended the game to have.

Im not saying the trinity is good. Im not saying GW2 should go back to trinity gameplays. Im just saying that the trinity is preferable to the current state of things.

Anet developed a really varied, challenging, and enjoyable group dynamic setup. but its getting wasted because the vast majority of the playerbase found it un-intuitive, or perhaps too complex. whatever the case, most defaulted to the path of least resistance and perverted the system into something even more trivial and braindead that the trinity which they supposedly abhored.

and personally I think thats ANet’s fault.
If in GW2 everybody doing as much DPS as possible, without even considering what the group’s builds are, or what skills they use, or how to synergize with your teammates…..if that is not just a valid strategy, but also the best strategy, its obvious they dropped the ball somewhere big time.

btw, dodging isnt related to the trinity or lack thereof. e.x NWO or TERA both have dodging positioning etc, and both heavily rely on trinity gameplay.

(edited by Konrad Curze.5130)

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Posted by: Astralporing.1957

Astralporing.1957

We pretty much have that now – between traits, sigils, weapon choices, utility choice, gear and runes, I can go tanky (a bunker build) or high dps (glass cannon) or support.

Lots of different ways to play, explore the options available to you

When encounters are being geared more and more towards dodge or die approach, tanky builds become more and more useless. In PvE anyway – WvW and sPvp are a different matter, of course.

Actions, not words.
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Posted by: Klawlyt.6507

Klawlyt.6507

snip

I didn’t defend the current state of the dungeon meta. It’s what keeps me out of dungeons. I know current implementation is inherently unfun. What I am advocating however is that ANet retune their dungeons (which they have already claim to have begun doing) with their original design principles in mind. I think they can work with their current system and still defeat the “MOAR DPS” mentality. Case in point, in WvW and PvP, you actually DO want support and control in addition to your dps. I believe it’s a good system, with poor dungeons. I believe this came about because ANet wanted too much for any comp to be able to complete dungeons. They mixed all the colors together and got brown, so to speak.

What I don’t get (and I know you didn’t advocate this) is people who think GW2 should “go back to” The Trinity. The game was built from the ground up not to have it. Even if ANet for some reason redesigned all of their classes so The Trinity is “back”, they’d still have to retune all the dungeons, because they’d all still be optimized for MOAR DPS.

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Posted by: Gehenna.3625

Gehenna.3625

I think it’s a great idea, especially about the traits. What I do wonder is if Anet will be able to make such a big overhaul, because it could take quite a bit of doing. They’ve kinda put themselves in a corner with this as it is, since all content is designed around how the combat system works now.

On the other hand if they took the invulnerability out of the dodge and got rid of insta kill shots from bosses and allow more dodging at the same time, it could already solve a lot of issues that might occur in redesigning the combat system. Dodge would just be a way to get out of aoe quicker but without giving any additional protection if you will. That will keep dodge as a useful element but makes it less powerful and less needed as a crucial survival skill. That could open the way for additional changes as the OP proposes.

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Posted by: Corian.4068

Corian.4068

GW2’s player stats are balanced around fighting opponents of equal power (other players). Within that scope you should find that there are a ton of different ways to build your character for sPvP and WvW.

That said, the scaling for the health and damage of PvE bosses becomes ridiculous for… some reason, and the damage they do to players scales well beyond the player’s ability to mitigate that damage. This means the only way to build against PvE bosses is glass cannon dps, because a defensive spec provides little to no benefit at the cost of a lot of damage.

Dunno if there’s really a way to fix that though short of rebalancing and redesigning the entire PvE system.

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Posted by: Klawlyt.6507

Klawlyt.6507

I think it’s a great idea, especially about the traits. What I do wonder is if Anet will be able to make such a big overhaul, because it could take quite a bit of doing. They’ve kinda put themselves in a corner with this as it is, since all content is designed around how the combat system works now.

On the other hand if they took the invulnerability out of the dodge and got rid of insta kill shots from bosses and allow more dodging at the same time, it could already solve a lot of issues that might occur in redesigning the combat system. Dodge would just be a way to get out of aoe quicker but without giving any additional protection if you will. That will keep dodge as a useful element but makes it less powerful and less needed as a crucial survival skill. That could open the way for additional changes as the OP proposes.

This is what I don’t get. Why change fundamental game mechanics that work fine elsewhere, when the problem is dungeons? GW2 is fundamentally 3 different games rolled into one. When you go changing core mechanics, you don’t just change how dungeon bosses work, you change how PvP and WvW work too. While I don’t want to disregard the hardcore PvE crowd, this game was made by ARENANet, not DungeonNet. GW1 was marketed, not as a Massivley Multiplayer Online RPG, but as a Competitive Online RPG. The fact that the game’s mechanics seem to largely be built around competitive balancing shouldn’t surprise anyone.

But I digress. The game’s core, fundamental mechanics are what they are, and for better or worse, they’re not going to change. The problem that is solvable, is the problem of dungeon mechanics. This can be done without fundamentally altering the game, and supposedly is already underway.

TL;DR It would probably be much more constrictive to suggest changes that actually could happen (ie dungeon tweaks) than changes to the core of the game itself.

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Posted by: AntiGw.9367

AntiGw.9367

Yes, I am noob haven’t been playing very long but I fail to see the choice. Just because I’m new doesn’t make my points any less valid. As I said tanks, at the moment, are fairly pointless when your dps needs to be a high enough to kill things fast. There is no “healer” in gw2 just a lot of little support heals that are fairly disproportionate to damage. What does that leave viable….. DPS. I wrote this in the hopes that people saw what I saw.The trend I have seen is kill things fast before they kill you. Where is the choice?

I play a warrior and I think it’s a problem when I get told Zerker or gtfo.

The problem here is monster AI, not lack of trinity or its variants that you suggest.

As long as Arena.net insists on having this idiotic AI with spongebob boss mechanics, people will focus on dps.

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Posted by: Erasculio.2914

Erasculio.2914

My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree.

This wouldn’t work.

The game is not that well balanced. If all professions were given those new traits, one of the eight would be better at tanking, one would be better at healing, and another would be better at DPS. We would go from the currently more casual “take whatever you want as long as you DPS” to a more conservative “GLF 1 tank warrior, 1 healing Guardian and 2 DPS elementalists!”.

Besides, the holy trinity seen in classic MMORPGs is a poor mechanic. The current system is flawed, yes, but the solution isn’t massively overhauling the entire game in order to adapt it to a system that’s slightly less bad; ArenaNet should change the game so its original trinity, Support and Control and Damage, is more important.

The core of this is already in the game. That’s how PvP works. If you take a look at many weapon skills, they don’t focus on DPS. Take a look at the ranger’s shortbow skills, for example: the only skill focused on DPS is the auto-attack one, everything else is focused on utility. It’s the PvE encounter design that’s flawed into favouring raw DPS, not the profession design.

And between overhauling all professions and PvE encounters, or overhauling only PvE encounters, the latter is rather clearly simpler.

(For the records, your request for passive defense – as in, things that don’t rely on dodge – is already in the game. Guardians can use Aegis, for example, and elementalists can block projectiles in a large area, and so on; but the way PvE has been designed is one in which dodge is superior to all other forms of support, so you don’t see people using them outside of WvW.)

“I think that players are starting to mature past the point of wanting to be on that
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons

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Posted by: Sinifair.1026

Sinifair.1026

I stopped reading after you said you wanted to bring the trinity back into the game.

Like you said before, the game is based off of not having the trinity, lets try to not bring it back. I all for further profession depth and specialization, but bring back the trinity is not the way to go about it. that just brings us back to “oh I cant get a group because I’m not a healer or a tank” or “oh we cant finish this dungeon because we don’t have a tank or a healer”

Don’t comment unless you read the whole thing.
- There is such a thing as concept and game design, and even though, say, Combat is a concept seen a million times before, I hear no one complaining about it. Rather, people say that the combat in GW2 is vastly improved (dynamic wise and such, I agree).
- In other words, the concept has been improved by the game design.

If you had read the whole thing you would know that he suggests that each (or most) class can have a Tank, DPS or Healer spec.
- This means that finding a Tank, Healer or DPS won’t really be a problem (with a dual trait system it would be even less of a problem).

All DPS adds absolutely no structure (or choice) to the game and I find that combat with others (random people in the open world) in GW2 is unstructured and boring, mainly because everyone seems to be forgetting an aspect of the combat that has its depth in multiplayer.
- I’m talking about the Combo fields here.

Still, I’m not ignorant as to what you are trying to say, and I share your concern for what it might mean.
- It is true that an issue of it is that when players need one of each role it can become a problem finding them, and it is not something I want to spend a lot of time with either.
- The idea behind the system in GW2 was that you could ask anyone, any class, any player and they’d potentially be able to join in without worrying about if they’d be able to fill a role. It’s an awesome concept, but as all other “new things” or new concepts, it can use some improvement.

My suggestion
- My suggestion is taking use of the combo fields, maybe making some way that many different classes can work together to, say, heal their allies or give buffs.
- Example: A Guardian puts down some sort of symbol and a Ranger uses a skill to fire many arrows up that are enchanted and heal allies as they hit as an AoE skill.
(I think much of this is already possible, but requires that players are structured and, of course, aware of what they a capable of).

GW2 Mechanics for a noob point of view

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Posted by: Sinifair.1026

Sinifair.1026

Something I’ve noticed in the Open World content and with bosses and such in GW2 is that people can get away with just zerking in.
- This means that they don’t need to improve their skill or really work together.

Take the new Queen’s Jubilee content. The bosses in the lower section gets zerked.
- I just pitch in, I don’t know where the boss is, no one is really working together. It doesn’t require us to be structured about this, which I think is a big flaw to GW2’s bosses in general.
- The combat system has much more potential than to be a tool of zerks (or zergs, either one). I think that the devs should try to add more structure into the gameplay, especially for world bosses and group events.

- The Combo field system is often forgotten in GW2, or way too often people just place them randomly.
- The most fun I’ve had in GW2 was during the Razing when a friend and I entered Cragstead. We were aware of the different combo fields which just added a whole new level of fun to the combat that I think most people are missing out on.

- To cut it short: Add more structure to group events and bosses in particular.
The reason the trinity works well for grouped content is because it adds structure and I think that the combat system of GW2 might have some hidden potential that just needs to be realized.

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Posted by: TheDaiBish.9735

TheDaiBish.9735

There are currently different aspects to combat other than DPS already built into the game.

Its just encounters don’t require them.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: Tachenon.5270

Tachenon.5270

How is trinity adding more variety pray tell?

Let’s look at it in reverse.

Imagine you are five years old. Someone gives you a coloring book and three crayons: red, blue, and yellow.

Now imagine it’s been a while and you’ve colored that entire book and several others and you are tired of red, blue, and yellow crayons. Someone comes along and says, “Hey! I’ve got just the coloring system for you! No more boring red, blue, and yellow!”

And they give you a coloring book and three blue crayons.

The table is a fable.

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Posted by: Meglobob.8620

Meglobob.8620

And they give you a coloring book and three blue crayons.

Really, its just 1 big blue crayon DPS…

GW2 is really just 1 aspect of the trinity, with the other 2 deleted…

In PvE, Berserker may as well be the only armour set in the game.

You can get rid of toughness, vitality and healing from the game and all other armour sets.

Just look at gauntlet, dps is by far the best strategy…too many 1-2 shot death mechanics…

In gauntlet dps + kiting/dodge/invulnerability/damage mitigation is by far the best tactics/strategy…

(edited by Meglobob.8620)

GW2 Mechanics for a noob point of view

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Posted by: TheDaiBish.9735

TheDaiBish.9735

And they give you a coloring book and three blue crayons.

Really, its just 1 big blue crayon DPS…

GW2 is really just 1 aspect of the trinity, with the other 2 deleted…

In PvE, Berserker may as well be the only armour set in the game.

You can get rid of toughness, vitality and healing from the game and all other armour sets.

Just look at gauntlet, dps is by far the best strategy…too many 1-2 shot death mechanics…

In gauntlet dps + kiting/dodge/invulnerability/damage mitigation is by far the best tactics/strategy…

The difference with the gauntlet though is that it isn’t based around team-play, but solo play, thus you wouldn’t have them different mechanics.

Life is a journey.
Time is a river.
The door is ajar.