for there you have been and there you will long to return.
(edited by ArchonWing.9480)
As usual people don’t even realize the so called “meta” doesn’t bring in builds that do nothing but dps, but believe what you will.
What it does is prioritize defense as blocks, blinds, and dodges; as well as reflects and getting over these things to your allies.
It displays a complete lack of understanding of game mechanics which aren’t too complicated to begin with and yet another excuse to justify bringing in terrible builds. Not that it matters what you run with mostly, but that’s not worthy of complaint. Sure, there may be something wrong with the game and others, but chances are if you’re not getting results, the problem is with you.
And who would have known that it’s not always just damage when you’re fighting other players with half a brain, or a quarter. And we have people healing and tanking and all that good stuff over there.
And no, I’ve personally rarely anyone been kicked before in a dungeon part for any reason besides being afk, actually. Though off the top of my head, the more common reason is dying constantly, and not because they’re not zerk. But I don’t join speedruns, at most we call our stuff zerker runs.
(edited by ArchonWing.9480)
Bingo ! If only I could get a platinum (gw1) or gold (gw2) for how many times this thread comes up – I would be the richest player on earth. Please pass the super sized popcorn and soda over.
This game is different to other MMOs – it’s not RP and it’s more FPS style with team work.
Many choices were made during the original design of the game – if you don’t like it there may be many other games that suit your style like WoW (don’t try to make gw2 like wow either), Archage (or is that hackerage now?), Everquest, Neverwinter nights (does the sun ever come up?).
The trinity of healer, DPS, tank as individual roles was removed – no-one likes healers getting the blame for tanks over stretching etc..the healers getting the blame for not keeping everyone alive. The team not having enough DPS causing the healer to run out of energy and getting the blame for keeping the team alive. The healer raging and quitting on the group cause of the above. The N hours of spamming glf monk !! (Some enjoy that role – but it’s no fun waiting for hours for a person) .
Now it’s possible to trait and modify things so many other roles can take the place of others eg. Reflect Mesmer (could replace guardian reflects). There are so many possibilities to get team composition working for a group without too much specialisms. (Eg armor or runes etc- to at least suffice).
The limited number of skills when holding a dagger (as main weapon) was limited to make balancing the game easier. One of the major problems MMOs suffer is too many skills or weapon combinations can make a game difficult to balance. This was a design choice by ANET. Gw1 became too difficult to balance due to the high number of combinations of skills that could be used.
For information about the new trinity in more depth than I can post – please refer here:
http://whyigame.wordpress.com/the-beginners-guide-to-movement-in-combat-guild-wars-2/
Gw never said they didn’t have trinity – just not the traditional MMO DPS, heal, tank roles – like wow, gw1, …insert every other generic MMO here.
I would say if the original OP thinks DPS is the only role in this game – there is still a lot to learn like the majority of players out there.
You do realise even in trinity games the focus is all about DPS? After all it is required to kill things.
Actually that depends. The tank and healer are mean to minimize the amount of damage spread across the group so that the DPSs doesn’t die while they are destroying the enemy. If it were purely DPS in a trinity-based game the DPS would all die if not have a high chance of wipe before they can do their job.
Otherwise tank and healer have no point to them.
You misunderstood me. The meta in trinity games is to take the minimum amount of tanks and healers needed and then maximise dps with the rest of the party. Thats exactly the same as in GW2. Except we dont have tanks and healers. In GW2 we take the minimum amount of defence and support needed to survive and maximise damage. It just so happens that proper use of control and support allows for full glass parties.
You misunderstood me. The meta in trinity games is to take the minimum amount of tanks and healers needed and then maximise dps with the rest of the party. Thats exactly the same as in GW2. Except we dont have tanks and healers. In GW2 we take the minimum amount of defence and support needed to survive and maximise damage. It just so happens that proper use of control and support allows for full glass parties.
I did actually. Just because its 3 DPS, 1 Tank & Healer doesn’t mean a trinity game is DPS oriented. Most of the time, the trinity in a trinity-based game is there because it is required. A good majority of the time, you need 1 healer and one tank. The DPS are there to to make the fights not last so long. It is because the healers and tanks in trinity games are dedicated to those roles. They are required because the mechanics of high level combat requires a healer and tank, at minimum, to survive the nearly unavoidable lethal attacks.
In GW2, the option to heal and tank is there. But it is poor and it has been proven on a daily basis that all you’ll ever need is DPS. Why is that? Because there are no dedicated healers and tanks. Anet removed the roots of the trinity and gave it to all the classes. The trinity tree is still there though… just dead. :I
You misunderstood me. The meta in trinity games is to take the minimum amount of tanks and healers needed and then maximise dps with the rest of the party. Thats exactly the same as in GW2. Except we dont have tanks and healers. In GW2 we take the minimum amount of defence and support needed to survive and maximise damage. It just so happens that proper use of control and support allows for full glass parties.
I did actually. Just because its 3 DPS, 1 Tank & Healer doesn’t mean a trinity game is DPS oriented. Most of the time, the trinity in a trinity-based game is there because it is required. A good majority of the time, you need 1 healer and one tank. The DPS are there to to make the fights not last so long. It is because the healers and tanks in trinity games are dedicated to those roles. They are required because the mechanics of high level combat requires a healer and tank, at minimum, to survive the nearly unavoidable lethal attacks.
In GW2, the option to heal and tank is there. But it is poor and it has been proven on a daily basis that all you’ll ever need is DPS. Why is that? Because there are no dedicated healers and tanks. Anet removed the roots of the trinity and gave it to all the classes. The trinity tree is still there though… just dead. :I
Just like tanks and healers are required in some trinity games. There is a requirement of of minimum defence and support in GW2. The only difference is what the requirement is and in GW2 it comes in the form of active defence and support skills like reflects. Both types of games still focus on maximum damage after taking minimum defence for the meta. There is no difference in theorycrafting methodology. To say trinity games arent about DPS is absurd. It is required and many trinity games have enrage timers which GW2 doesnt. And to say GW2 doesnt use support and control to survive in the meta just shows how little you know about the actual meta.
I would say if the original OP thinks DPS is the only role in this game – there is still a lot to learn like the majority of players out there.
And to say GW2 doesnt use support and control to survive in the meta just shows how little you know about the actual meta.
And why is the majority of the playerbase unaware of how the “game works”?
Because the game itself is unaware of its own meta.
The “elite” players might understand why support and control is important in GW2, but that comes entirely from their own experience and not with GW2’s intended design, which keeps trapping and misguiding players over and over.
Irony
Anet wanted to move away from the Trinity, but they wind up making the game centered on playing 1 role (DPS)….
DPS DPS DPS
This game would be better with defined roles that had equal value in the game.
The Community in general agrees that the game is centered around DPS and how fast you can kill kill kill. Most groups will kick you if dont spec for the most damage, unless grouped with friends…
the fight mechanics in dungeons dont even require people specing differently from just pure damage potential… thats a shame.
Such a cool game to play, with only 1 role to play to be of any use.
There really is no point playing any other way. its a waste. Damage beats all.When the Raid Dungeons come, i seriously hope Anet considers expanding the group roles, because I am tired of the DPS fest.
Dont get me wrong, I liked the DPS role in the trinity as well, but I also liked to play other roles in the game. Thats what makes it fun, is the ability to play more roles.
I completly agree with you
Imho have more options is ever better, content with dps meta, others with trinity, others different. .. why not? So everyone should play as he want….
I dont undrrstand why anet avoid this topics and why some player have alot of fear for change… we dont wanna change the game you have we just wanna have more option, in older content or only in the new contents if is more easy for anet… we just wanna have the option to play what we want… everyone is happy
(edited by Lian Olsam.9541)
I miss being a dedicated healer. The fact is support is pointless in dungeons. Sure, throwing out might and and protection is nice to have, but it’s not needed in the least to mow through bosses. Bosses that decide to attack me 2-3 shot me whether I have buffs or not. I’m not saying GW2’s system doesn’t work, but the bottom line is with the doing away of the trinity this really is a 90% DPS only game.
GW2 still has somewhat of a trinity going on. You still need support and crowd-control skills to run though dungeons effectively. And some classes are better at it than others.
For example, many newbies don’t know this, but even in a full-zerker meta build with stacking and skipping, the guardian is the backbone of the party. He is the one carrying you through the dungeon. Going full-zerker DPS will only work really well if you have a guardian in your party with support abilities who knows what he’s doing.
When newbies run a zerker-meta dungeon and the party wipes, the newbies often blame it on the supposed lack of DPS or something else. They don’t realize that they wiped because the guardian wasn’t doing his job at keeping the party alive.
The role of a guardian in GW2 PvE is no different than the role of a paladin in WoW. Both are support/healing classes, but both do their job in an entirely different way.
The GW2 meta is not just about DPS DPS DPS, it’s about knowing the role of your class and doing your job right while also trying to do as much DPS as possible. Your role in the party is going to be more important than your DPS.
For example: a warrior often sacrifices DPS to gain more offensive party support (the Phalanx Strength trait). Warriors will often have the lowest DPS, but in turn they will give a lot of might to the party, therefor increasing the DPS of the party as a whole (also with their banners of course).
For example: a guardian often sacrifices DPS to gain more defensive party support to keep the party alive through damage mitigation, condi-cleanses and reflects.
For example: an elementalist sometimes sacrifices DPS to gain more crowd control abilities.
Etc. etc. etc.
Knowing your class and your role in the party comes first, DPS comes second.
(edited by LucosTheDutch.4819)
People seem to have this false memory of trinity MMOs. There were speed runs in MMOs and it wasn’t just characters with low dps who were excluded, it was entire classes. There may have been a tank role but if a dps class could tank the content then the tank classes were excluded and there was nothing they could do about it. There may have been a healing role but if a support class could heal enough then the cleric classes were excluded and there was nothing they could do about it. If one dps class was better than the others then only the best dps class was wanted and the others could do nothing about it.
Guild wars does have problems with speed runs but this mainly comes from effectiveness of good tactics. With good tactics you can run dungeons safely in any gear. The only rational thing to do then is apply the best dps possible with those good tactics.
The issue in GW2 is that gear and build have no effect on role. I can do the exact same blind field as a thief if I am wearing zerker gear with a full dps build or clerics gear with a full tank build. My support is exactly the same except one build does 10x the damage as the other build.
I can stack might as a warrior just as well in apothecary gear as I can in zerker gear.
My attacks have the same effects if I am naked with a sword or if I am in full ascended zerker gear.
The only difference between any two builds is the amount of damage you are doing. You can choose to either do no damage or do tons of damage, those are your only real choices. Taking some different utilities for support has almost no effect on your dps.
You misunderstood me. The meta in trinity games is to take the minimum amount of tanks and healers needed and then maximise dps with the rest of the party. Thats exactly the same as in GW2. Except we dont have tanks and healers. In GW2 we take the minimum amount of defence and support needed to survive and maximise damage. It just so happens that proper use of control and support allows for full glass parties.
I did actually. Just because its 3 DPS, 1 Tank & Healer doesn’t mean a trinity game is DPS oriented. Most of the time, the trinity in a trinity-based game is there because it is required. A good majority of the time, you need 1 healer and one tank. The DPS are there to to make the fights not last so long. It is because the healers and tanks in trinity games are dedicated to those roles. They are required because the mechanics of high level combat requires a healer and tank, at minimum, to survive the nearly unavoidable lethal attacks.
In GW2, the option to heal and tank is there. But it is poor and it has been proven on a daily basis that all you’ll ever need is DPS. Why is that? Because there are no dedicated healers and tanks. Anet removed the roots of the trinity and gave it to all the classes. The trinity tree is still there though… just dead. :I
Just like tanks and healers are required in some trinity games. There is a requirement of of minimum defence and support in GW2. The only difference is what the requirement is and in GW2 it comes in the form of active defence and support skills like reflects. Both types of games still focus on maximum damage after taking minimum defence for the meta. There is no difference in theorycrafting methodology. To say trinity games arent about DPS is absurd. It is required and many trinity games have enrage timers which GW2 doesnt. And to say GW2 doesnt use support and control to survive in the meta just shows how little you know about the actual meta.
^^
I remember in DCUO we did runs without healers once we could. We would also do DPS tanks/Healers even in current content once we mastered it.
EQ our goal was to have 2 tank groups, and then 7 DPS groups for raids and even then we often slipped in bards for the tank groups to make their DPS better knowing we didn’t need another healer/tank in there.
The difference between GW2 and other games is that in GW2 everyone is a hybrid. Everyone is a tank/healer/dps all wrapped up in one, removing those roles basically and instead putting the focus on proper use of the skills you have.
^^
I remember in DCUO we did runs without healers once we could. We would also do DPS tanks/Healers even in current content once we mastered it.
EQ our goal was to have 2 tank groups, and then 7 DPS groups for raids and even then we often slipped in bards for the tank groups to make their DPS better knowing we didn’t need another healer/tank in there.
The difference between GW2 and other games is that in GW2 everyone is a hybrid. Everyone is a tank/healer/dps all wrapped up in one, removing those roles basically and instead putting the focus on proper use of the skills you have.
Just as in FFXI as well. People thought you needed to have Tank, 3DPS, Support, Healer to have a good party. Then people started having the DPS share the tanking duties and parties were rocking 4 DPS, Support, Healer and doing better. Then they started dropping the healer and going 4DPS, 2Support where the 2nd support character basically was laying down damage buffs and doing the job of pulling.
Edit: I’ve also been wondering why the OP thinks it is ironic that ANet got rid of the Trinity for their game. A better use of the word irony would be, “Isn’t it ironic that ANet promised to get rid of the trinity, but then implemented a hard trinity two years later?”
(edited by DigitalKirin.9714)
PvE sure, you are MOSTLY right.
PvP and WvW also exist however. Try going full DPS… I dare you…
That’s really nearly as bad though. No build or play style should be completely worthless, including full DPS. Yet in PvP and WvW if your build isn’t 50% bunker or more you are screwed against anyone who is. While there is still always some offense present in any build, defense is immeasurably more valuable in all the games PvP than offense.
(edited by Conncept.7638)
PvE sure, you are MOSTLY right.
PvP and WvW also exist however. Try going full DPS… I dare you…
That’s really nearly as bad though. No build or play style should be completely worthless, including full DPS. Yet in PvP and WvW if your build isn’t 50% bunker or more you are screwed against anyone who is. Defense is immeasurably more valuable in all the games PvP than offense.
In PVP this has much to do with the design of the one and only PVP game type. If we got some other options you’d likely see some shifts in how people set up. In WvW we already have a lot of glass going, Backline is full glass, frontline though likely beefing up a bit. It’s only when you’re taking a well fortified objective that you need to tank up to deal with arrow cart fire, quickly back out, swap gear and rejoin the force.
@ Kirin, yup, exactly. Always felt there was one rule about high end MMOs that they all shared. You go defense first, once you have the minimal amount of that you stack DPS. That’s how you optimize for fast efficient runs of things. You will eventually have more than enough defense for things, but the only time you have enough dps is when things are dying before you can actually attack them, if that is happening likely you don’t have to worry about anything and are just plowing trivial content.
(edited by Jerus.4350)
People seem to have this false memory of trinity MMOs.
Would give me chills to think about how many necromancers in GW1 started collecting dust after the Ursan meta.
In PVP this has much to do with the design of the one and only PVP game type. If we got some other options you’d likely see some shifts in how people set up.
But that’ll just cause player divisions and very likely the same crack meta GW1 had, where a meta build is just one exploitative towards a certain game type.
What we really need is a single game type with a set of varied point gain conditions. If you want to focus on point gain through map control you can, if you want to focus on killing for point gain you can, if you want to focus on point gain through whatever third objective the map has you can do that; and if you want to focus on some mix of all of the above you can do that too.
Tournament players could have advanced strategies by dividing between, adapting to, and cycling through the different point gain methods, and I’m sure they would form some sort of meta eventually. But hot drops, pugs, and casuals could still have fun if they get a whole team of people who want to focus on winning by kill spree, or all bunkers, or whatever other mix.
(edited by Conncept.7638)
Only dps is a litle but dull, they could use some roles w/o requiring the trinity, what they wanted was a game easy or pretend that is balanced with low maintenance on that aspect, they are trying to get the balance towards the DPS role all defense/buff system is purely secondary.
The actual mindset of gameplay is like, if it kills in 3 or 5 seconds, counting blocks evades etc, its is working, if class cant do that need to be reworked so players dont need to learn class and kill fast as if they were good players, if class is reported to be overpowered in severall aspects they will make it better on the OP role and rework all the other aspects of the class at the end players are happy and keep playing and rolling as if it the ultimate skill of all mmo’s.
(edited by Aeolus.3615)
GW2 cut out the mechanics that required tanks and healers for encounter success (adding in dodge, no taunts), but failed to actually innovate and implement interesting mechanics to make use of defensive stats in their new system, even though they still implemented the stats.
The game has not diverted far enough from the usual MMO mold mechanically to actually make room for these other stats now that tanks and dedicated healing are not the order of the day.
Why for instance wasn’t a bracing stance implemented, an equivelant to dodging itself that those in tanky gear could use to actively punish their attacker instead of dodging, using their stamina in order to open up the enemy when hit, invoking a state change and allowing for greater damage to be dealt through proper timing and taking advantage of their sturdier build.
That ability is a simple example, but the point is, where are the mechanical interactions like this in the base game? Between support abilities which remain static in their effect no matter what your gear and the simplicity of the AI, its really no wonder the path of mastery is so narrow.
Anet wanted to move away from the Trinity, but they wind up making the game centered on playing 1 role (DPS)….
DPS DPS DPS
Philosophical question time!
If you originally had 6 roles, and you took 5 away, how do you contrast the remaining one versus everything else (which is all the same role) to actually specify it?
That is to say, how is everyone in GW2 “DPS”? By what comparison? Compared to my WoW Resto Shaman, yes, I’m DPS, sure. And tank, considering how much damage I can take in comparison. And debuffer. Kinda a buffer, too, not really CC. Anyhow, but comparing my Mesmer to my GF’s Ranger, I’m totally tank-ish, with a lot of debuffing mixed in compared to her raw damage with some CC.
So… how does that work?
Only dps is a litle but dull, they could use some roles w/o requiring the trinity, what they wanted was a game easy or pretend that is balanced with low maintenance on that aspect, they are trying to get the balance towards the DPS role all defense/buff system is purely secondary.
The actual mindset of gameplay is like, if it kills in 3 or 5 seconds, counting blocks evades etc, its is working, if class cant do that need to be reworked so players dont need to learn class and kill fast as if they were good players, if class is reported to be overpowered in severall aspects they will make it better on the OP role and rework all the other aspects of the class at the end players are happy and keep playing and rolling as if it the ultimate skill of all mmo’s.
… Defense is huge in this game, it’s just active defense. Reflect walls, Aegis, Blocks, Dodges, all paramount to doing well in this game.
For trash blinds are what makes it easy and reflects. For Bosses reflects, aegis, stability, and deep freeze rotations are what allow us to breeze through things.
The only places that DPS comes first is the lower level dungeons where you can kill things before you actually need any defense, as soon as they last long enough to actually attack that defense is pretty crucial… it just isn’t something you need to gear yourself for, and that bugs a lot of people, just because a guardian is in zerker doesn’t mean he’s an offense first type build, likely they’re there for the defensive benefits, it simply comes from trait selection and utilities not being in tanky gear.
I dont undrrstand why anet avoid this topics and why some player have alot of fear for change… we dont wanna change the game you have we just wanna have more option, in older content or only in the new contents if is more easy for anet… we just wanna have the option to play what we want… everyone is happy
What you want is for everyone to play with the option you prefer. Why do I say that? Because the game already allows players to use any build they desire in most PvE content. Yet, this is not enough for the “meta” critics.
Why not? Because they want to join any PuG and thus they (and you) want the PuG version of the “meta” to include whatever build they (you) like to play. In order for this to happen, gameplay would have to require that build. This would limit choice for all those groups that don’t choose to optimize.
Are you likely to see anyone solo holding a point in sPvP with a glass amulet? No. Why not? Because it is not the best option. Point holders have to survive to hold the point. However, in PvE, you can see groups completing dungeon paths in any gear they want to. Why do you want to change that?
Basically, the stat system is broken in this game. It’s a stat system taken from trinity mmos, applied to a game that relies on non-scaling active defenses.
GW1’s attributes would have worked much, much better in GW2. In GW1, you could directly increase the duration and effectiveness of your buffs and debuffs with specific stats, making players having to choose better more support, more control or more dps.
I would still much rather play a so-called DPS in GW2 than an actual DPS in any traditional “holy trinity” MMO. I do not enjoy waiting over an hour, just to be able to get into the game content. I’m not even exaggerating. I’ve been playing a bit of FFXIV on the side, and DPS queues are often an hour or more. I just abandon after 75 minutes and log off…
Basically, the stat system is broken in this game. It’s a stat system taken from trinity mmos, applied to a game that relies on non-scaling active defenses.
GW1’s attributes would have worked much, much better in GW2. In GW1, you could directly increase the duration and effectiveness of your buffs and debuffs with specific stats, making players having to choose better more support, more control or more dps.
Not really, it’s simply a matter of complexity. Defensive stats serve the purpose of being a safety net for people who don’t have the ability or simply don’t trust their ability to perfectly avoid the damage using their skills.
That’s a perfectly fine situation.
Sure, most will wear zerker, and the overall stat system is simply a slider on offense vs defensive potential with minor changes on how, but I think that’s fine. WIth the level of power within our weapon/trait/utility choices I think it’s fine to leave some elements pretty simple. I mean it’d be a whole other multitude of balance issues if they allowed gear to empower buffing and what not.
Is it necessarily the best, naw, but I think it’s fine and it probably made the developers lives a whole lot easier.
Basically, the stat system is broken in this game. It’s a stat system taken from trinity mmos, applied to a game that relies on non-scaling active defenses.
GW1’s attributes would have worked much, much better in GW2. In GW1, you could directly increase the duration and effectiveness of your buffs and debuffs with specific stats, making players having to choose better more support, more control or more dps.
Not really, it’s simply a matter of complexity. Defensive stats serve the purpose of being a safety net for people who don’t have the ability or simply don’t trust their ability to perfectly avoid the damage using their skills.
That’s a perfectly fine situation.
Sure, most will wear zerker, and the overall stat system is simply a slider on offense vs defensive potential with minor changes on how, but I think that’s fine. WIth the level of power within our weapon/trait/utility choices I think it’s fine to leave some elements pretty simple. I mean it’d be a whole other multitude of balance issues if they allowed gear to empower buffing and what not.
Is it necessarily the best, naw, but I think it’s fine and it probably made the developers lives a whole lot easier.
But this stat system is not “simple”. It promises a lot more depth than what it actually delivers.
If Anet ever wanted defensive stats to exist for the sake of tutorial purposes, then we would have 3-4 different combos at most, scaled by risk/ reward. Instead, Anet treats its stat system as a very serious form of horizontal progression, yet most of the combinations are clearly pointless.
This game would be better with defined roles that had equal value in the game.
I guess it’s not as apparent as it is in other games, but there are defined roles (i.e. professions that do “x” or “y” better than anyone else) and they do have equal value.
I absolutely think there are portions of the game that are strictly stack-and-smack, but there are portions that aren’t. Higher level fractals are very difficult to survive, even with appropriate AR. Hammer guardians (traited for symbol of protection) make everyone’s run easier, as do elementalists geared or traited for healing. It’s already been mentioned that PvP and WvW can be entirely different as well.
There is a need for more build diversity, and I think that’s slowly being addressed. The fight mechanics in the Silverwastes finally made condition builds formidable. The progressive scaling of mobs in FotM opened up a wide range of newly useful builds when it was introduced as well. So, sure, there’s still work to be done. But we aren’t all locked into one cookie cutter build all the time.
I main engineer, and there are several very different builds I use in different situations. Excluding PvP and WvW, I do use a straightforward max damage build for most dungeons. For some, I choose to carry more crowd control abilities for quickly doing away with defiance so interrupts are possible. My FotM build sacrifices some dps for more reflection uptime. In the Silverwastes I gear for more condition damage to better focus down husks. For Tequatl if I’m in the zerg, I gear and trait much more defensively, and take the trait that adds healing to my bombs. These are the most effective builds I’ve found for given situations, so I’m not at all locked into a dps role. The parts of PvE that require this build diversity are fairly new additions to the game compared to say, AC or CoF. Things are getting better.
Utilities don’t change the way you play.
Yes, they do. Take two identically geared and traited guardians. One is using consecrations, the other is using spirit weapons. Those are two completely different playstyles. Same with signet ranger vs. trap ranger, a mesmer carrying meditations vs. glamour skills. I constantly switch utilities between encounters, and on engineer my utilities often are my weaponset, so I just couldn’t disagree with you more.
No trinity? Yes. Because there are no requirements for completing content regarding class gating based upon hard numbers and what is implemented within the game’s systems.
No metagame? No.
But it’s impossible to abolish the concept of the metagame… because it’s entirely a concept. Please do read more about metagame strategies and optimization strategies. It’s literally impossible to do so, even in games like checkers which seem incredibly balanced.
Trinity != the existence of an optimal play strategy
The problem is not with how player play the game.
Everything in the dungeon= super high HP , Charge up huge attack once a while.
so why not full Zerk & dodge. It is the only answer to things like that.
Improve the behavior of the monster, Anet. Please
However it is getting better with the silverwaste event. The mob actually have a tactic to siege, and different type of enemy works well together.
I dont undrrstand why anet avoid this topics and why some player have alot of fear for change… we dont wanna change the game you have we just wanna have more option, in older content or only in the new contents if is more easy for anet… we just wanna have the option to play what we want… everyone is happy
What you want is for everyone to play with the option you prefer. Why do I say that? Because the game already allows players to use any build they desire in most PvE content. Yet, this is not enough for the “meta” critics.
Why not? Because they want to join any PuG and thus they (and you) want the PuG version of the “meta” to include whatever build they (you) like to play. In order for this to happen, gameplay would have to require that build. This would limit choice for all those groups that don’t choose to optimize.
Are you likely to see anyone solo holding a point in sPvP with a glass amulet? No. Why not? Because it is not the best option. Point holders have to survive to hold the point. However, in PvE, you can see groups completing dungeon paths in any gear they want to. Why do you want to change that?
As i’ve wrote i dont wanna CHANGE your way, i wanna ADD different way so everyone can play as they want, now i CANT do it wasting my time, i dont wanna play like a dumb, i wanna have content require something different, so NOW i cant play differently from zerk, its not a choice, if i have to spend double time for complete a content….
for the pve/pvp i was talking about istanced pve, pvp is different i know that
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