Anybody that has ever looked at one of the meta builds should know right away that it isn’t about raw damage, it is about bringing the most to the party while still doing a lot of damage.
There is nothing wrong in caring only about damage, but still, you are only caring about damage. It’s ok, it’s the gw2 trademark, but it’s also a quite disappointing experience.
I’ve already pointed out that it isn’t about raw damage. To deny reality and live in your own world where you’re right is childish and wrong.
A grand example is Phalanx Strength warriors. Prior to June 23rd they did way less damage than pure DPS warriors. But they were still preferred because they were better for the party as a whole. Instead of more selfish direct damage utilities they’d bring banners, they’d bring might, they’d bring vulnerability.
It isn’t about raw damage it is about the party.
It’s about party damage. You aren’t talking about weakness, blinds, stuns, or controls.
They are not needed.
You aren’t talking about regeneration, aegis, or stability.
They are not needed (except for skips, maybe).You are talking about:
Party Damage.
PS= party damage.
DPS =personal damage.currently it’s the least common multiplier of the game.
And I’m ok with them not being needed, I’m less ok with them not having a place in PvE because things dies before they are useful. i.e. before stamina is drained, healing skills are on cd, and personal blocks have been used.
Do you even understand what you suggest?
Increasing the length and/or lethality of combat in GW2 to the point that all the support skills are required (and no, relfects are not taken along only for damage, least not in high level fractals. stop arguing from noob dungeons that are 3 year old content) and your personal skills are required to survive an encounter, would up the demand for very select classes by a LOT.
Certain classes would not get taken a long at all any more.
Your right, none of the defensive skills are needed. Now please go run a fractal 50 without a guardian providing aegis, without an elementalist/thief providing aoe blind, without reflects from mesmer or guardians.
Compare that to a group bringing all those things. Then come and tell me none of those are very useful. True, they aren’t required in dungeons or most open world content, because that content is way outdated. They aren’t required as in the run that takes 45 minutes with them, turns into 1.5-2 hours without them.
high level fractals only prolong the inevitable because most people are new to them, but since the core mechanics are the same as in dungeons, even there people will reach the point where they can just use some utility skills and dive in full zerker, simply because it’s the enemy AI that doesn’t require that kind of approach.
Increasing lethality is not the way go. Increasing complexity is the way to go.
https://wiki.guildwars2.com/wiki/Fractals_of_the_Mists
- added in November 16th, 2012
- Fractured update in November 26th 2013Fractals have been almost as long in the game as dungeons. They are certainly not new content.
Yes, fractals even at 50 are run in full zerker gear (at least I do on my guardian/mesmer). Especially due to that all the defensive skills are even more important. A solid soft trinity and classes that provide proper utility and group skills are a huge boon to every ones nerves and sanity.
I agree on the complexity part. It’s almost like how most enemys and bosses in fractals get new skills every 10 levels (that’s new skills, not only agony)?
I really hope anet makes some of the new content on par with fractal 50 difficulty (or even harder since this is on farm for people) but my guess is the resonance in the majority of players would be to ignore those aspects of pve or start complaining over the high difficulty.
No, they need to stop trying to cater to both types of players with the same content. You can’t have content that appeals to players that like high difficulty content and players that like casual content at the same time. They need to introduce hard mode. So that less organized or just less hardcore players can enjoy the casual modes and then hardcore or just more organized groups can do the hard modes and get better rewards for their effort.
That I can agree with. My last point was more aimed at people thinking they will suddenly thrive in hard content simply because anet changes around stats a bit.