Glass cannon strategy: exploit?
Yes they want us to revive downed players that we can get up safely.
They still want fully dead players to waypoint since its a risk to revive them and they are in the way when trying to revive the easy downed ones.
That’s not what they said. They said revive. It’s called rallying when the character is merely downed.
However, I suspect that was an oversight; they probably intended the broader meaning.
But, assuming you are correct, then they intend BOTH types of revive to be rewarded. There’s no way it can mean just rallying downed players.
To what purpose?
To see if it was worth proposing them. Obviously, it’s not.
Can I at least know what fight people are talking about. I haven’t play for a while, did anet add some thing.
What is this strategy people are talking about.
It’s the meta build, mostly berserker, but also assassin and a couple of others. The strategy is to expect quicker kills.
My argument is only dealing with large battles or boss battles (PvE). If a glass cannon happens to die, WPing out drops the bosses hit points (at least that’s what people say it does — I’m granting it for argument’s sake, even though I remain to be convinced myself).
I’ve actually seen it happen, but not with a boss battle, and not with WPing. The kid who collects armor for his army right next to the Frozen Maw takes forever to have his event complete while the battle continues. You can turn in dozens and barely move the bar. But, once people start leaving the map after it’s done, he’ll occasionally go from halfway to full with just one piece of armor.
It’s not the same thing, and I’m not sure even the loudest “fully dead WP out” proponent would say it works to that degree. But, to a degree, it has to, because it’s the same root mechanism (scaling).
So if you die on The Shatterer you now cannot play for the next 15mins? Good plan.
No. You get rezzed, like I’ve lobbied for all along.
Can I at least know what fight people are talking about. I haven’t play for a while, did anet add some thing.
What is this strategy people are talking about.
It’s the meta build, mostly berserker, but also assassin and a couple of others. The strategy is to expect quicker kills.
My argument is only dealing with large battles or boss battles (PvE). If a glass cannon happens to die, WPing out drops the bosses hit points (at least that’s what people say it does — I’m granting it for argument’s sake, even though I remain to be convinced myself).
I’ve actually seen it happen, but not with a boss battle, and not with WPing. The kid who collects armor for his army right next to the Frozen Maw takes forever to have his event complete while the battle continues. You can turn in dozens and barely move the bar. But, once people start leaving the map after it’s done, he’ll occasionally go from halfway to full with just one piece of armor.
It’s not the same thing, and I’m not sure even the loudest “fully dead WP out” proponent would say it works to that degree. But, to a degree, it has to, because it’s the same root mechanism (scaling).
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
I prefer Anet just use a contribution system. People who do most damage get the most rewards. Sounds fair.
If you die or whatever. It’s your lost.
That’s how it used to work, before this recent change.
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
That’s a good argument. But, in theory, the one with more protection should do better at surviving than the glass cannon, in a group.
Still, I’ll give you that point. It’s a good one. (Several others have stated it earlier; I’ve only given it serious thought recently, though, so that’s why I didn’t give credit earlier.)
Stop feeding the troll, guys, seriously.
This was entertaining for a day or two, but kinda boring now.
I prefer Anet just use a contribution system. People who do most damage get the most rewards. Sounds fair.
If you die or whatever. It’s your lost.
That’s how it used to work, before this recent change.
It still works like that if you do no damage and only heal and revive you wont get enough contribution.
General
Supporting your allies will now contribute toward earning rewards for killing enemies and damaging event bosses. The actions listed below now cause a percentage of the target ally’s damage dealt for the next several seconds to also count toward your participation. In addition to that, damaging an enemy’s defiance bar will also grant you some participation toward receiving rewards from that enemy. In order to discourage AFKing with boon-applying auras, you must still be actively attacking targets to receive rewards from them.
Daddicus.6128
Coulter.2315:
So if you die on The Shatterer you now cannot play for the next 15mins? Good plan.
No. You get rezzed, like I’ve lobbied for all along.
Want to answer this aswell, oh you get rezzed you say what if the person rezzing you dies aswell?
Do the third person try to revive?
What about when 10,20,50 persons lay there dead, do they still not waypoint out?
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
That’s a good argument. But, in theory, the one with more protection should do better at surviving than the glass cannon, in a group.
Still, I’ll give you that point. It’s a good one. (Several others have stated it earlier; I’ve only given it serious thought recently, though, so that’s why I didn’t give credit earlier.)
Some attacks will kill anyone if they don’t dodge it regardless of what they wear (it’s why so many metas use glass cannon. If you’re good enough that you don’t make mistakes often, then there’s no real benefit to taking more defensive stats.
Inquest Golem Mark II’s electric shock attack will kill players who aren’t playing attention to where they’re standing and it goes off and it’s too dangerous for others to go in to get them back up.
That’s not what they said. They said revive. It’s called rallying when the character is merely downed.
However, I suspect that was an oversight; they probably intended the broader meaning.
But, assuming you are correct, then they intend BOTH types of revive to be rewarded. There’s no way it can mean just rallying downed players.
“Rally is the process of removing oneself from a downed state. Players can rally by gaining credit for killing a foe which grants experience.
Players can also revive themselves with Bandage, which is common to all professions, provided they are not interrupted while channeling it.
Revival is the process of other players restoring a character who is downed or defeated."
http://wiki.guildwars2.com/wiki/Rally
The change means they are rewarding rezzes. They charge us for WPing, and reward us for rezzing. That clearly means they want us to rez people, or at least lean that way.
Or, it means they’ve noted complaints that doing anything but damage awarded no credit, and made a blanket fix for that situation.
Really? This guy is almost certainly trolling, calling intended game behavior an “exploit” for questionably thought-out reasons and you’re afraid to get called out on that? He hasn’t even addressed the issue of the amount of DPS you lose running back to a boss after you die, or the fact that there is no competitive nature to world bosses in the first place and complaining about other players’ playstyles in a cooperative environment is needlessly toxic. And the community for the past few months has been toxic enough. Why post in the forums if you’re afraid of legitimate criticism? There are ridiculously outrageous posts I’ve seen that don’t even get a second glance. Sigh… these forums have always been home to toxic people complaining about inconsequential issues for hardly any justifiable reason.
Seriously, if you don’t know what the definition of exploit is and how it applies to this game or any other for that matter, it would help your argument a lot to use a more applicable word lol
(edited by Mal.1670)
Really? This guy is almost certainly trolling, calling intended game behavior an “exploit” for questionably thought-out reasons and we aren’t allowed to call him out on that? He hasn’t even addressed the issue of the amount of DPS you lose running back to a boss after you die, or the fact that there is no competitive nature to world bosses in the first place and complaining about other players’ playstyles in a cooperative environment is needlessly toxic. And the community for the past few months has been toxic enough. Why allow people to post in forums if you’re going to censor legitimate criticism? There are ridiculously more outrageous posts I’ve seen that don’t even get a second glance. I’m done trying to defend this game. If the forum team wants to encourage pointless bickering, that’s the way it goes eh?
Yes. I was infracted for questioning the authenticity of this thread. It’s quite sad.
Glass cannons work – is that your real problem here? They work if you’re skilled. If not they don’t.
No. It’s that they work better than other gear choices, IF many people make the same choice, and IF they plan on WPing out if they happen to die.
Different gear types are different – thus some work better in some places while others work better in other places.
Glass gear for example isn’t and hasn’t been very used in PvP.
In PvE – it is in most cases optimal – because players that wear it can compensate for its defensive deficiency through their skill.
Glass gear works “better” than other gear choices only for skilled players and even then – better is subjective. Because yes – i deal more damage but I also have a much lower margin for error.
If i had full knight’s for example it would work “worse” in terms of damage but “better” in terms of being more forgiving with my dodges.
Also if many people wear it – and they die – and waypoint out – not only do they get punished by the WP cost, the time to run back – they also risk losing the encounter – because nobody might be alive to keep the boss in combat.
First of all – you haven’t tested that.
Of course. I said I hadn’t even THOUGHT of it. Naturally I wouldn’t have tested it if I never thought of it.
You just wrote your speculation on the guild mission thing. How did you write that without thinking about it?
The change made does not mean they want you to res people and not ressing them and them doing a WP out is an exploit – the change means that the alternative to WP out – ressing them – now rewards those who do it.
Just because two options are possible doesn’t automatically mean one is exploiting.
The change means they are rewarding rezzes. They charge us for WPing, and reward us for rezzing. That clearly means they want us to rez people, or at least lean that way.
Yes but your argument is wrong – you’re only looking at the pros of one variant and the cons of the other and trying to deduce what they want you to do.
There are benefits and drawbacks to both these methods.
WP costs you something – but its result is certain and instant.
Getting ressurected by another player is free but it requires another player to perform it. It is also not instant and the player performing the res can subject himself to danger while ressing.
There are – like I said – pros and cons to both – and which one players use comes down to personal preference and the situation at hand.
I doubt Anet is trying to encourage ressing more than wp-ing – since in the new HoT maps ressing can be quite a dangerous thing to attempt.
The change you mention – comes in a bigger set of changes – which are designed to help people tag events without having do kill mobs – for example applying boons also helps tag events now.
I find it amusing how you “clearly” know what the developers are thinking – even though you have very little evidence to support your claim – and don’t even look at things as a whole when you make your statements.
Honestly I believe he makes these threads to troll or pester people. Like you said – even if he was right and it was all a huge exploit – what exactly does he expect ? The game to be reworked?
He doesn’t have a solution – because if he did he would have posted it.
It’s merely a “I hate glass cannon players so let’s go make a thread to flame them a bit” thread.Before I offered solutions, I wanted to gauge reaction.
I think the reaction is clear – your solution before you even offer it – as far as I’m concerned is not wanted or needed.
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
That’s a good argument. But, in theory, the one with more protection should do better at surviving than the glass cannon, in a group.
Still, I’ll give you that point. It’s a good one. (Several others have stated it earlier; I’ve only given it serious thought recently, though, so that’s why I didn’t give credit earlier.)
Wrong – because if you look at this in-game you’ll often find that people with tankier gear are generally worse at the game/less experienced – and will still die a lot regardless.
You assume more protection would give him better survivability – and while it does do that on paper – you are not factoring in player skill or lack of player skill.
I prefer Anet just use a contribution system. People who do most damage get the most rewards. Sounds fair.
If you die or whatever. It’s your lost.
That’s how it used to work, before this recent change.
It’s so easy to get gold, you can hit the boss a few times and get gold.
Which is the problem with tank gear. They arn’t doing damage and is scaling the boss.
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
That’s a good argument. But, in theory, the one with more protection should do better at surviving than the glass cannon, in a group.
Still, I’ll give you that point. It’s a good one. (Several others have stated it earlier; I’ve only given it serious thought recently, though, so that’s why I didn’t give credit earlier.)
I don’t even know why there is tank gear in the game. Actually I know it’s for pvp.
It happens when the players in tanky gear die as well. The scaling happens based on number of active participants without regard for what gear the participants are wearing. The bosses do not scale one way for one gear type and another way for another gear type.
Since it happens the same based on all gear types, one gear type wearing set of players are not exploiting the game by waypoint out when they die.
That’s a good argument. But, in theory, the one with more protection should do better at surviving than the glass cannon, in a group.
Still, I’ll give you that point. It’s a good one. (Several others have stated it earlier; I’ve only given it serious thought recently, though, so that’s why I didn’t give credit earlier.)
Wrong – because if you look at this in-game you’ll often find that people with tankier gear are generally worse at the game/less experienced – and will still die a lot regardless.
You assume more protection would give him better survivability – and while it does do that on paper – you are not factoring in player skill or lack of player skill.
Not to forget that the way agro mechanics work in this game, higher toughness in general draws more attention of enemys.
This has been discussed before, and while it’s not that big of an issue on many world bosses (except those with lots of adds), it does lead to following situations:
- low armor (inate armor defense+toughness) pushes players down on the to-target list of enemys thus you get targeted less. It’s part of the mechnic which combined with range dictates enemy targeting priorities
- high armor leads to the exact opposite. You move up on the enemys to-target list and are focused more often. This combined with the minimal benefits of higher armor damage mitigation wise makes it actually harder and puts more pressure on the player to use dodges and survival skills effectively.
Very easy to reproduce. Take a guardian, add 500-1000 toughness (200 is more than enough but let’s go tank mode) to your equipment, and run some fractals/dungeons. Now do the same with full glass canon gear. The difference is night and day. (small note, make sure your party composition is similar. If you are a guardian, warrior or revenant in a group with only light armor classes, your inate higher base defense will affect the results)
So not only might players with higher defensive stats be less skilled, they are game mechanic wise under more pressure.
(edited by Cyninja.2954)
Can I at least know what fight people are talking about. I haven’t play for a while, did anet add some thing.
What is this strategy people are talking about.
It’s the meta build, mostly berserker, but also assassin and a couple of others. The strategy is to expect quicker kills.
My argument is only dealing with large battles or boss battles (PvE). If a glass cannon happens to die, WPing out drops the bosses hit points (at least that’s what people say it does — I’m granting it for argument’s sake, even though I remain to be convinced myself).
I’ve actually seen it happen, but not with a boss battle, and not with WPing. The kid who collects armor for his army right next to the Frozen Maw takes forever to have his event complete while the battle continues. You can turn in dozens and barely move the bar. But, once people start leaving the map after it’s done, he’ll occasionally go from halfway to full with just one piece of armor.
It’s not the same thing, and I’m not sure even the loudest “fully dead WP out” proponent would say it works to that degree. But, to a degree, it has to, because it’s the same root mechanism (scaling).
I’ll tell you what’s wrong with the argument.
I think I remembered some one soloing sw breach boss really really fast.
The problem isn’t with glass cannon dieing. The problem is with bad player. Those bad players are better of not be there, regardless of what gear they are wearing.
Against bosses and very large mobs, though, glass-cannons become an exploit. The GC charges in, deals a large amount of damage, dies, and then waypoints and runs back to combat to repeat the process.
IMO, this is an exploit. Do you agree? Why or why not? Also, if you agree, what should be done about it?
It is no more an exploit then having all points in armor, HP and damage reduction. Sitting near the boss, taking very little damage and also doing very little damage.
The bosses are designed in such way that players may die, use waypoint and run back. Having high damage and little HP is optional, nothing wrong with it.
I don’t even know why there is tank gear in the game. Actually I know it’s for pvp.
There are other reasons. People play MMO’s with a variety of motivations. Those whose main interest if to maximize efficiency are likely motivated most by achievement — getting things accomplished in game. People whose main goal is immersion (in the game and the character) will wear whatever gear serves their intent, even if it is less efficient. People whose main goal is socialization may not care what gear they wear, or be guided by a secondary motivation.
The myriad of other gear choices in PvE exist to serve players who have different motivations. Many people tend to think that others are motivated by the same things they are. However, the larger the population in question, the less likely this is. A good game tries to serve its entire population, not just one segment.
The change made does not mean they want you to res people and not ressing them and them doing a WP out is an exploit – the change means that the alternative to WP out – ressing them – now rewards those who do it.
Just because two options are possible doesn’t automatically mean one is exploiting.
The change was made so that players are not penalized for running support/healing builds. No other reason.
YouTube
You guys have convinced me it’s not an exploit.
I still believe that the meta heavily favors it as a strategy, and I’m far from convinced that that’s a good thing for the game. And, perhaps that’s one of the reason they made the change. We’ll probably never know for sure.
And, I still believe it’s just wrong to demand that others WP if dead. But, I said we shouldn’t discuss that here, so I’ll follow my own rules and not do so any more.
Thanks for a generally good discussion!
I prefer Anet just use a contribution system. People who do most damage get the most rewards. Sounds fair.
If you die or whatever. It’s your lost.
That would just not work. Some classes hands down do more damage than others; you’d cripple the point of playing some classes altogether.
What happens if you do no damage at all, but simply apply conditions to the boss so that they are slowed down and do less damage to everyone else?
Likewise if you do nothing other than rezzing dead players.
It would be interesting to see the methodology of measuring participation in an event.
Come to think of it, waypointing is itself an exploit. You don’t see the natives doing it. They’re forced to walk around everywhere. We’re subverting Tyrian society and flaunting the immigration laws of the various regions by teleporting in and out without going through the TSA (Tyrian Security Administration) checkpoints.
Pocket raptors use waypoints. Even while they are in combat.
O_O
How else would you explain their disappearance in the middle of fighting and they weren’t dead? I don’t think they logged out. :P
Lots of mobs can dissapear into the ground and re appear somewhere else.
Wurms do it frequently.
In HOT , a lot of the Mordren do the same thing.
Come to think of it, waypointing is itself an exploit. You don’t see the natives doing it. They’re forced to walk around everywhere. We’re subverting Tyrian society and flaunting the immigration laws of the various regions by teleporting in and out without going through the TSA (Tyrian Security Administration) checkpoints.
Pocket raptors use waypoints. Even while they are in combat.
O_O
How else would you explain their disappearance in the middle of fighting and they weren’t dead? I don’t think they logged out. :P
I always thought my almighty AoE had popped them all like a bunch of soap bubbles. But after considering it, they probably did waypoint out to the raptor break room to drink coffee and and complain about their job and the working conditions.
ANet may give it to you.
You guys have convinced me it’s not an exploit.
I still believe that the meta heavily favors it as a strategy, and I’m far from convinced that that’s a good thing for the game. And, perhaps that’s one of the reason they made the change. We’ll probably never know for sure.
And, I still believe it’s just wrong to demand that others WP if dead. But, I said we shouldn’t discuss that here, so I’ll follow my own rules and not do so any more.
Thanks for a generally good discussion!
Calling the actions we’re discussing a strategy would mean that they’re deliberate. So, people are dying deliberately at these events? That seems a bit counter-intuitive to me. A far better strategy would be to wear glass gear and not die so one is doing damage as much as possible.
Everyone I know who plays doesn’t actually like dying. Given the amount of complaints about wipes, over-tuned difficulty and whatnot in MMO’s in general, I’d say that’s a fairly common view. Not that I think players wouldn’t “die to win,” but I think any advantage in terms of event down-scaling when they die/WP would have to be hugely better than I’ve seen in doing hundreds of persistent world boss fights. Every one I’ve been at, not that many die, and no matter how many die, the fight seems to take about the same length of time.
What happens if you do no damage at all, but simply apply conditions to the boss so that they are slowed down and do less damage to everyone else?
Likewise if you do nothing other than rezzing dead players.
It would be interesting to see the methodology of measuring participation in an event.
This is both a great time to test that and a terrible time to test that.
Before the most recent update I could tell you that would have given you no participation credit at all. I got hit by that twice when doing Frozen Maw where I was just healing and ressing people. I didn’t do it on purpose, I just forgot to smack the boss a few times. At the end I got absolutely nothing.
Why is it a terrible time to test? Last week when I was trying to finish the achievement for the ogre lane events to get the mastery point the game told me I was no longer participating in one of the events while I was knee deep in enemies spawned by the event. I was at the event from the start. I was in range of the event the whole time. Up until that point I’ve killed at least half of the mobs spawned by the event.
Lots of mobs can dissapear into the ground and re appear somewhere else.
Wurms do it frequently.
In HOT , a lot of the Mordren do the same thing.
Yeah but those always have an animation to go with it. Can’t say I’ve ever seen a mordrem do it unless you mean the despawning animation. The raptors just go poof. Additionally they don’t return to attack me.
It would be interesting to see the methodology of measuring participation in an event.
I don’t think they would ever announce it; it could easily have holes they didn’t think of that might be exploited.
Calling the actions we’re discussing a strategy would mean that they’re deliberate. So, people are dying deliberately at these events? That seems a bit counter-intuitive to me. A far better strategy would be to wear glass gear and not die so one is doing damage as much as possible.
Sorry, I wasn’t clear. I meant by “it” glass cannons in general (mostly berserker gear, but there are others). I didn’t mean to start another debate.
Why is it a terrible time to test? Last week when I was trying to finish the achievement for the ogre lane events to get the mastery point the game told me I was no longer participating in one of the events while I was knee deep in enemies spawned by the event. I was at the event from the start. I was in range of the event the whole time. Up until that point I’ve killed at least half of the mobs spawned by the event.
I’m not sure there’s ever a good time to test that idea. But, if one isn’t doing anything, it might be interesting to do nothing but rez. But, you would have to be at an event with a LOT of dead players, or you might get frozen out simply by not having enough rezzes notched in your belt. Jormag might do it. Or the golem, if you could avoid the splats it sends out.
The thing is, I’m betting that when the bad guy tags you it counts as well (as it should). It would be hard to go through an entire boss battle and never get hit just for a test.
I’m not sure it’s worth it.
The thing is, I’m betting that when the bad guy tags you it counts as well (as it should). It would be hard to go through an entire boss battle and never get hit just for a test.
It doesn’t and it shouldn’t. We’ve already had enough problems with people exploiting Retaliation builds to get credit at events while they AFK, we don’t need a system that can exploited for credit simply by AFKing at the right spot.
Ah, good point, Pandaman! You are quite right; I never thought of that.
You actually get event credit if the event mobs hit you. It’s how you can easily AFK at boss spawns like the Dredge Commissar.
On that note, I’m surprised this ridiculous troll thread is still up and running.
You actually get event credit if the event mobs hit you. It’s how you can easily AFK at boss spawns like the Dredge Commissar.
On that note, I’m surprised this ridiculous troll thread is still up and running.
You shouldn’t be getting credit for that, are you sure you don’t have a trait that gives you Retaliation when you get hit by a critical or drop below a health threshold? Or playing a guardian with a trait that burns enemies that shatter your aegis? All of those count as attacks on the enemy.
And it’s not a troll thread, the OP has been convinced it’s not an exploit, he just doesn’t like it, which is an opinion he’s fully entitled to.
As it currently sits, GW2 (I’m only discussing PvE here) allows a glass-cannon strategy. What I mean by that is that you can put all your optional attribute points into things that do damage. Against smaller mobs, you end up killing the enemy before it can kill you. Against larger mobs, the character begins to have problems.
Against bosses and very large mobs, though, glass-cannons become an exploit. The GC charges in, deals a large amount of damage, dies, and then waypoints and runs back to combat to repeat the process.
IMO, this is an exploit. Do you agree? Why or why not? Also, if you agree, what should be done about it?
NOTE: Please don’t argue whether this actually works or not. Most everybody’s mind is already made up on that; that’s quite obvious from many other threads. Please stick with the more philosophical question of whether it SHOULD work or not.
All I got out of this was:
WAAAAAAAAAAAAA
Seriously, why spend all your time crying about how others play?
Log in, play your way, and save your tantrums for situations where someone is actually effecting your game play.
You actually get event credit if the event mobs hit you. It’s how you can easily AFK at boss spawns like the Dredge Commissar.
On that note, I’m surprised this ridiculous troll thread is still up and running.
You shouldn’t be getting credit for that, are you sure you don’t have a trait that gives you Retaliation when you get hit by a critical or drop below a health threshold? Or playing a guardian with a trait that burns enemies that shatter your aegis? All of those count as attacks on the enemy.
And it’s not a troll thread, the OP has been convinced it’s not an exploit, he just doesn’t like it, which is an opinion he’s fully entitled to.
Yes, I was literally AFK without any traits that would do anything when I’m hit.
In my opinion, to which I’m fully entitled, this is a troll thread.