Seem like people forgot..
+Infinity
Defiance may be one of the worst things about PvE. I’d like to be able to use more skills than just dodging. Timing your attacks and spotting weaknesses in the middle of a fight is exciting. Standing there auto-attacking and sometimes moving/dodging out of red rings is boring.
But Anet has proven that they are capable of making interesting fights. E.g. Toxic Alliance Knights can dodge, which has actually sometimes caused me to miss a knockdown or stun.
Also, the last fight against giant holo scarlet had some interesting mechanics with requirements before you even could damage the boss. More stuff like that Anet!
Sure people will. The patch also revitalizes different DPS aspects in classes as well – namely looking at engineer and ranger, although some minor influential changes to mesmer. Necromancer, sadly, still didn’t get much love. Guardian and elementalist got loved but I don’t think they’ll get much just due to the fact that healing and vitality isn’t quite as useful as their DPS options but they’d get nerfed too hard for many aspects of PvE if damage was brought down to a level where support was an equal option. Warrior basically got nerfed but there are plenty of other options for warrior to help increase might stacking and dual wielding looks like it can be extremely useful for the DPS-oriented, god forbid this patch push people outside their comfort zones and anyone rolling warrior might swap some Zerker for Knight’s gear to compensate for their lower regen.
I think the biggest promises in regards to these patches will be that classes will get more DPS options and free trait changes. It will open worlds of possibilities – being able to support staff on ele in one fight while d/d nuke the next. It’s not quite “Select-A-Loadout” convenient but the dedicated will find love for the new system.
the current state is not control/support/dps, it’s dps/dps/dps+support
At least you understand some of the underlying issues, op.
Although they haven’t said anything about adding more “skills” per se. They are adding new traits, but it leaves me wondering why they didn’t go with new weapons or utilities…
Sure people will. The patch also revitalizes different DPS aspects in classes as well – namely looking at engineer and ranger, although some minor influential changes to mesmer. Necromancer, sadly, still didn’t get much love. Guardian and elementalist got loved but I don’t think they’ll get much just due to the fact that healing and vitality isn’t quite as useful as their DPS options but they’d get nerfed too hard for many aspects of PvE if damage was brought down to a level where support was an equal option. Warrior basically got nerfed but there are plenty of other options for warrior to help increase might stacking and dual wielding looks like it can be extremely useful for the DPS-oriented, god forbid this patch push people outside their comfort zones and anyone rolling warrior might swap some Zerker for Knight’s gear to compensate for their lower regen.
I think the biggest promises in regards to these patches will be that classes will get more DPS options and free trait changes. It will open worlds of possibilities – being able to support staff on ele in one fight while d/d nuke the next. It’s not quite “Select-A-Loadout” convenient but the dedicated will find love for the new system.
The changes being made are awesome changes but that doesnt change the fact that if you get a control/support/dps group together after the update, it will still take much more time than needed to finish a dungeon path. I am just hoping they are working on adding more supportive/tanky stills in the game because they plan on adding pve content that will utilize those roles.
Sure people will. The patch also revitalizes different DPS aspects in classes as well – namely looking at engineer and ranger, although some minor influential changes to mesmer. Necromancer, sadly, still didn’t get much love. Guardian and elementalist got loved but I don’t think they’ll get much just due to the fact that healing and vitality isn’t quite as useful as their DPS options but they’d get nerfed too hard for many aspects of PvE if damage was brought down to a level where support was an equal option. Warrior basically got nerfed but there are plenty of other options for warrior to help increase might stacking and dual wielding looks like it can be extremely useful for the DPS-oriented, god forbid this patch push people outside their comfort zones and anyone rolling warrior might swap some Zerker for Knight’s gear to compensate for their lower regen.
I think the biggest promises in regards to these patches will be that classes will get more DPS options and free trait changes. It will open worlds of possibilities – being able to support staff on ele in one fight while d/d nuke the next. It’s not quite “Select-A-Loadout” convenient but the dedicated will find love for the new system.
The changes being made are awesome changes but that doesnt change the fact that if you get a control/support/dps group together after the update, it will still take much more time than needed to finish a dungeon path. I am just hoping they are working on adding more supportive/tanky stills in the game because they plan on adding pve content that will utilize those roles.
I’m unsure exactly of which dungeons you’re talking about but with my guild, even without running fullzerkreflectbannerhealshoutpro I’ve ran most dungeon paths in 30 minutes or less (usually between 15-30 depending on which path, specifically). Hell, with only like two good players and the rest of us being “okay” (myself included), we will run 3/4 paths of Arah within 120 minutes and includes all the shenanigans that happen when you get a bunch of weird people together.
The game is so easy, it doesn’t take elitist builds to run the metagame. There’s a serious lack of options, I will grant that, but it’s not a matter of “viability” unless saving 10 minutes is running efficiency, in which case the better idea to sell the computer because a person clearly doesn’t have time to be kittening around on a video game.
While a tanky/supportive role is certainly not needed, they don’t hurt an organized team either, that seems to be one of the major misconceptions about the metagame. As I said, I think it does tend to lack a certain amount of options but this whole like…“DPS metagame” argument doesn’t fit the bill.
When I look at the lack of options, I look at it in comparison to, say, Guild Wars 1 where sins and monks could use enchantments to basically defensively solo certain mobs/quests/bosses. You don’t/can’t have a profession on this that can upkeep almost perma reflection (I’d even like to see direct damage reflection, not just ranged) because it would be OP as kitten.
There’s certainly a lack of options but don’t kid yourself into thinking it’s because of some “DPSZERKERPRO” bullkitten. If you really enjoy the active support roles, guardian and mesmer fill these quite easily. Basically, support definitely exists in this game – but the lack of defensive gameplay makes support extremely unilateral.
Sure people will. The patch also revitalizes different DPS aspects in classes as well – namely looking at engineer and ranger, although some minor influential changes to mesmer. Necromancer, sadly, still didn’t get much love. Guardian and elementalist got loved but I don’t think they’ll get much just due to the fact that healing and vitality isn’t quite as useful as their DPS options but they’d get nerfed too hard for many aspects of PvE if damage was brought down to a level where support was an equal option. Warrior basically got nerfed but there are plenty of other options for warrior to help increase might stacking and dual wielding looks like it can be extremely useful for the DPS-oriented, god forbid this patch push people outside their comfort zones and anyone rolling warrior might swap some Zerker for Knight’s gear to compensate for their lower regen.
I think the biggest promises in regards to these patches will be that classes will get more DPS options and free trait changes. It will open worlds of possibilities – being able to support staff on ele in one fight while d/d nuke the next. It’s not quite “Select-A-Loadout” convenient but the dedicated will find love for the new system.
The changes being made are awesome changes but that doesnt change the fact that if you get a control/support/dps group together after the update, it will still take much more time than needed to finish a dungeon path. I am just hoping they are working on adding more supportive/tanky stills in the game because they plan on adding pve content that will utilize those roles.
With what we have seen, the new options don’t look any better than the old options. Just seems like the new traits are trading away damage for some gimmick in healing/defense/support. In PvE most stats are meaningless and sPvP won’t even be affected but WvW is going to be shaken by these changes.
I don’t understand trying to push defined roles onto players. Especially when stats such as healing power and toughness are horrible.
Gosh, it feels like I’m just a repeater….
“Defiance”
“toughness/healing power scale horribly”
“1-shot mobs” or “mobs cleave 75% hp in one hit regardless of passive defense”
“dodge mechanic”
“Vigor boon”
It goes on and on and on…