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Posted by: Dresden.1736

Dresden.1736

I think we should just start publicly shaming them so they are too embarrassed to comport themselves in this way, anymore. Personally, I enjoy calling them circle-zerkers (seems fitting), and when I see a non-CoF LFG touting “zerg war only post equip”, I’ll open an incognito tab and create a post in their name, using the description box to insult them in increasingly creative ways.

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Posted by: Fyrebrand.4859

Fyrebrand.4859

Somebody should make an MMORPG with no warrior class. Wouldn’t that be something.

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Posted by: clay.7849

clay.7849

Somebody should make an MMORPG with no warrior class. Wouldn’t that be something.

Then another class would take its place.

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Posted by: Isslair.4908

Isslair.4908

It’s funny how majority of players have no idea about harder PvE content and only cries about cof.
I wonder, will we ever see a post about current holy trinity of gw2 – guardian,mesmer, warrior.

EU Aurora Glade

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Posted by: Star Ace.5207

Star Ace.5207

oh i dont mind wars at all if ppl wants to play only with wars iam kinda ok with it my problem is that those 6-9m CoF p1 speed runs. Its just lame that such an boring task is the most efficient way to make gold and lets be honest tokens/gold is the reason 99% does dungeons…My suggestion would be slithly nerf income from CoF p1 and buff income from other dungeons…

If they nerf CoF p1 it’ll just become like AC, a ghost town. AC used to be a contender for CoF p1 but since it’s change everyone has crammed into CoF p1. There are also other dungeons that actually do better and can be done fairly quickly CoE for example and from what I understand HotW p1. I’ve even found TA Up to be faster than CoF p1 and still provide a fairly good income. The perception of the dungeons need to change and the community needs to be educated towards other dungeons. Although I wouldn’t mind a buff in rewards to other dungeons at all. :P

[/quote]

But see, AC is easy, all 3 paths, so if others think it’s “hard”, then the problem is that most people want their Gold handed to them in a platter. I say this with all due respect, and not referring to yourself. New AC is easy, and some parts of it are easier than before (the knockdown Gravelings being the only annoying thing, but it isn’t a problem once you get used to them and know what to do.)

AC being not that hard is why it still isn’t a Ghost town. It’s only a “Ghost town” relative to CoF 1, because it’s technically being used as a gold exploit (no offense meant to all of you who farm it-I go there too on ocassion.) In fact, after CoF 1, I think AC may still be the most populated Dungeon, though I may be wrong.

I do agree, the player base should understand that there are other fun dungeons to explore and conquer. As you said, TA in general isn’t too hard either, but is a more fun challenge than endlessly farming CoF 1 for 12 hours.

It’s a challenge for developers, though, because some players enjoying exploiting, and usually complain when their exploit is taken away from them. A few days people were saying on LA map chat that “CM sucks”, I assume because they took many of the UNINTENDED exploits away from it, as they should have.

Dungeons should indeed have different difficulty levels, but not made too easy that they are exploited (current situation with CoF), or too ridiculously hard that no one ever wants to form a group to conquer them (OR give the harder ones a better reward-incentive for those who care for those things.)

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Posted by: Star Ace.5207

Star Ace.5207

The bottom line is that, after playing a few dungeons, I absolutely hate going with a group where the damage in that group is geared for anything other than max damage. It just makes content take longer and more boring.

I mean no disrespect to you or your stance, but why play a game you find boring in the first place? Not every player will want to rush through content, because perhaps they enjoy the challenge (even if you think there isn’t one, to them it may be fun.) Therefore, the solution is not playing the game as fast as possible, but actually enjoying what you do-otherwise, why go through the endless CoF 1 grind towards a Legendary of a game you don’t even enjoy playing?

I am not trying to insult you at all, just giving you another take on what you seem to be doing. Feel free to play the game as you wish, just understand that “max DPS” may not be the best option for every player, because perhaps they don’t necessarily enjoy rushing through content ASAP, and find the game fun played in alternative ways (unlike you, which is fine as well.)

Though I would admit they should make alternative playstyles way more attractive, to lure “DPS minded” players away from “all DPS, all the time” group-think.

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Posted by: clay.7849

clay.7849

The bottom line is that, after playing a few dungeons, I absolutely hate going with a group where the damage in that group is geared for anything other than max damage. It just makes content take longer and more boring.

I mean no disrespect to you or your stance, but why play a game you find boring in the first place? Not every player will want to rush through content, because perhaps they enjoy the challenge (even if you think there isn’t one, to them it may be fun.) Therefore, the solution is not playing the game as fast as possible, but actually enjoying what you do-otherwise, why go through the endless CoF 1 grind towards a Legendary of a game you don’t even enjoy playing?

I am not trying to insult you at all, just giving you another take on what you seem to be doing. Feel free to play the game as you wish, just understand that “max DPS” may not be the best option for every player, because perhaps they don’t necessarily enjoy rushing through content ASAP, and find the game fun played in alternative ways (unlike you, which is fine as well.)

Though I would admit they should make alternative playstyles way more attractive, to lure “DPS minded” players away from “all DPS, all the time” group-think.

Not insulting at all, in fact, I would agree with you if I thought dungeons were more challenging than just DPSing your way through them. However, I don’t think they are.

I don’t mind helping out teams that aren’t speed runs. In fact, I do enjoy it sometimes. But, once you know that DPS really does make the dungeon go faster, I don’t know why anyone would do something different just for the sake of being different. I don’t think it makes it more challenging in the depth of content intrinsically rewarding kind of way, I think it just makes it more boring and tedious.

That being said, I have found some enjoyment in actually seeing how quick I can do a dungeon run. It is kind of akin to how I used to enjoy beating my best time in Banshee Boardwalk in Mario Kart 64. To me, that is the new challenge.

I guess it is just the progression I went through from not knowing the dungeon, to getting better at a dungeon, to mastering a dungeon.

I do think that if combat encounters were more fun and intrinsically rewarding, I wouldn’t care as much, but for the most part, I don’t find them to be engaging at all.

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Posted by: Cero.5132

Cero.5132

That being said, I have found some enjoyment in actually seeing how quick I can do a dungeon run. It is kind of akin to how I used to enjoy beating my best time in Banshee Boardwalk in Mario Kart 64. To me, that is the new challenge.

I guess it is just the progression I went through from not knowing the dungeon, to getting better at a dungeon, to mastering a dungeon.

I do think that if combat encounters were more fun and intrinsically rewarding, I wouldn’t care as much, but for the most part, I don’t find them to be engaging at all.

I used to have a guild group that I ran a lot of dungeons with. Not to farm but to have fun. Unfortunately they all eventually quit the game…
“The amount of easiness in the dungeons is too kitten high!”, so we thought…
So we wanted to make content more challenging. And no, we didnt try to take best times, etc.
Instead we pulled the largest amount of mobs we could! … and see whether we would survive. Later, when we already knew, how many mobs we could pull in which part of the dungeon and knew we could survive easily, we gave us a new goal: Nobody should go downstate or the “mission failed”.
Only “in the end”, shortly before most people of the guild quit, we wanted to take our all-pull-and-kill-dungeon-times. And suddenly …everyone was gone O_O

Yep, those runs were … far away from speed runs… anti-speedruns
But they were the best runs, where I had the best time and the best laughs I´ve ever had in a game.

(…) once you know that DPS really does make the dungeon go faster, I don’t know why anyone would do something different just for the sake of being different.

It is not always about choosing to be different as you can see in my little story here… Well, if you bothered to read it :P
And doing something different just for the sake of being different… I know there are these kind of people but they are a minority. Most people do such hilariously stupid things like we did simply out of fun.
And I have to admit, maybe we also carried the little wish in our hearts that pulling everything would actually make the run more challenging.

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Posted by: clay.7849

clay.7849

That being said, I have found some enjoyment in actually seeing how quick I can do a dungeon run. It is kind of akin to how I used to enjoy beating my best time in Banshee Boardwalk in Mario Kart 64. To me, that is the new challenge.

I guess it is just the progression I went through from not knowing the dungeon, to getting better at a dungeon, to mastering a dungeon.

I do think that if combat encounters were more fun and intrinsically rewarding, I wouldn’t care as much, but for the most part, I don’t find them to be engaging at all.

I used to have a guild group that I ran a lot of dungeons with. Not to farm but to have fun. Unfortunately they all eventually quit the game…
“The amount of easiness in the dungeons is too kitten high!”, so we thought…
So we wanted to make content more challenging. And no, we didnt try to take best times, etc.
Instead we pulled the largest amount of mobs we could! … and see whether we would survive. Later, when we already knew, how many mobs we could pull in which part of the dungeon and knew we could survive easily, we gave us a new goal: Nobody should go downstate or the “mission failed”.
Only “in the end”, shortly before most people of the guild quit, we wanted to take our all-pull-and-kill-dungeon-times. And suddenly …everyone was gone O_O

Yep, those runs were … far away from speed runs… anti-speedruns
But they were the best runs, where I had the best time and the best laughs I´ve ever had in a game.

(…) once you know that DPS really does make the dungeon go faster, I don’t know why anyone would do something different just for the sake of being different.

It is not always about choosing to be different as you can see in my little story here… Well, if you bothered to read it :P
And doing something different just for the sake of being different… I know there are these kind of people but they are a minority. Most people do such hilariously stupid things like we did simply out of fun.
And I have to admit, maybe we also carried the little wish in our hearts that pulling everything would actually make the run more challenging.

If I had a guild group of friends like that, I would probably find fun in things like that as well. As it is, most everyone I knew in GW1 is gone from GW2, so I mainly PUG now. But, I can see how you guys had fun. It is the same kind of “challenge” that I have tyring to beat the timer at times, just in a different way.

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Posted by: RebelYell.7132

RebelYell.7132

It’s funny how majority of players have no idea about harder PvE content and only cries about cof.
I wonder, will we ever see a post about current holy trinity of gw2 – guardian,mesmer, warrior.

Many people have talked about taht in this thread, in fact.

It’s always better to just start a discussion in a thread that’s already proven itself. When you start your own thread, you run the risk of it being deleted, moved to Suggestions, or to the ghost town known as the profession subforums.

User was infracted for being awesome.

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Posted by: Aedil.1296

Aedil.1296

One word: “Simin”

Go kill the priestess of Dwayna in Arah p4 without 4 war+1mesmer party, go with 4 elementalist.

Waiting for your video.

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Posted by: CLICKS.5986

CLICKS.5986

Sorry OP but your just wrong. What it really boils down to is this game holds the hand of skill-less players and makes end game a time dump not a skill/reward ratio. Those kinds of things cannot be balanced as there will ALWAYS be a best or fastest way to run a dungeon or farm an event or blah blah. Deal with it.

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Posted by: clay.7849

clay.7849

Sorry OP but your just wrong. What it really boils down to is this game holds the hand of skill-less players and makes end game a time dump not a skill/reward ratio. Those kinds of things cannot be balanced as there will ALWAYS be a best or fastest way to run a dungeon or farm an event or blah blah. Deal with it.

Blunt but true, lol.

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Posted by: Finaldeath.1059

Finaldeath.1059

The issue is 100% because they are too lazy to split skills in wvw, pvp and pve. They attempt to balance it for one of them and it will cripple the class in the other areas. No class will EVER be remotely close to being balanced until they split skills.

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Posted by: Sollith.3502

Sollith.3502

The issue is 100% because they are too lazy to split skills in wvw, pvp and pve. They attempt to balance it for one of them and it will cripple the class in the other areas. No class will EVER be remotely close to being balanced until they split skills.

That’s not necessarily true… the devs do seem to be a bit lazy on balancing things though. If they actually didn’t have such crappy AI in game, something I would expect from a game like 5-6 years ago, and you know, had something 2013-ish… we might actually be getting somewhere.

One of the big things different between PvE and PvP/WvW is that PvE tends to be super scripted and PvP encounters tend to require players to be more adaptable. Also, PvE encounters scale based on enemies hp/def and damage being straight up buffed, while PvP encounters scale with how flexible and resourceful a player can be. While players are growing and adapting, the devs just throw the same AI at us over, and over and over again. Which does create a need for skills to be split somewhat.

As for warriors, I personally just found them to have kitten poor design. They just don’t feel right; they lack the flexibility and finely tuned footwork their skills should incorporate. Then again maybe since I actually do sword fighting in real life, I might just be the odd one out here on this…

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Posted by: Vayne.8563

Vayne.8563

Depends on where you wanna go. Thieves and eles aren’t really “in demand” classes but they’re welcome everywhere except in certain COF p1 parties. Both classes have anti-projectile skills so they’re good for FOTM. Thieves are desirable for Sons of Svanir and Dredge fractals.

I’m not sure I still understand why most people want at least 1 heavy armored class in their parties. Any class can take lots of damage, just depends on how they’re built.

People insist on heavy armor professions because they’re conditioned from other games. My mesmer is as survivable as any warrior I’ve ever met. Not sure I’d quite put my mesmer up against a guardian, but I’m not far off.

The aspect of the game under discussion has nothing to do with conditioning from other games. It does have to do with the learning that comes from being an experienced gamer. People adapt and notice what works. The warrior profession is simply good at what it does—damage. Is that enough? No; well maybe in cof1; but, elsewhere most groups find an anchor guardian is helpful around managing aggro and positioning mobs. And, the Berzerker warrior we are talking about is squishy as hell in heavy armor. I don’t know if you’ve played one, but it’s rather surprising how fast the large health pool drains when focused. What people in the thread complaining about glass cannon warriors soloing dungeons fail to understand is that players who can do this invested a lot of deaths (theirs or someone else’s) in learning the fights. And, knowing the fights perfectly they are still one mistake away from death. Be careful of what you take away from youtube—I’ve seen people playing every profession doing amazing things. That doesn’t, however, mean that every profession is ‘amazing’ or even OK. The Berzerker warrior fills a combat role in an emergent ‘trinity’ (don’t worry, your Mesmer is included); it is not therefore necessarily a problem in itself. I’ve suggested elsewhere what the actual ‘problem’ is and ways to address it.

You may personally not be conditioned from other games, but I’ve met people that have. It probably depends on the person. Good gamers play different games when they come to a new game. But a percentage of players aren’t good gamers.