Suggested Difficulty Adjustment
ANET just released a patch that turned the phrase “too overwhelming to new players” into a running gag. Do you really think that what you are asking for is in line with their current design direction? There’s people who complain on the forums about being unable to do Personal Story missions due to their high difficulty and those are the players who are smart enough to navigate to the forums, so they’re already part of the “veteran mmo community”. The majority of the players has never entered a dungeon or visited the forums, yet they appear to pay the bills.
I agree with your complaints but I think this is futile.
Don’t forget, mob design is also quite bad.
For 99% of PvE content, only DPS is viable (Mobs die in 1-3 seconds when DPS builds are used, thus the mobs never have chance to deal damage or use any abilities), 1/3 of builds so to speak.
For 1% of PvE, which consists of boss monsters who never allow their battles to end in less than minute, 2/3 of builds are more viable, while DPS builds begin to suffer from short comings, because of their aim to kill the foe before they deal damage.
2/3 of builds are designed for “Long duration combat”, where mobs don’t die in 1-3 seconds. Usually, when used in group events, those builds can just barely deal any damage, when berserkers kill everything in 1-3 seconds. (Conditions need more time to deal dmg, Control prevents action, Healing assists damage resistance in a way and Boon/Condition Manipulations will provide advantages for long run)
What GW2 PvE now lacks, is the engaging combat mechanics that they so advertised…
Alot of combat mechanics are in disuse, no need to dodge, use utilities or keep on moving…
If you can kill the mobs before they deal any damage or use their abilities.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)