[Suggestion] Tailor Dungeons to Zerkers

[Suggestion] Tailor Dungeons to Zerkers

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Posted by: Fayour.6920

Fayour.6920

Arena Net and Players alike,

I have been doing some thinking and I think that nerfing “Zerker” is not the answer. I have something a lot better than that in mind that would take this game to the next level of awesome. I want you guys to all read this and leave feedback.

Ok, so my idea is to incorporate a new option when you go and select a dungeon as this is the gripe/complaint most people have with the zerker meta. Call it Explorable (Hard Mode). Now the husks that were put into the game for the wurm event have a tremendous amount of toughness and zerkers on a good day only hit them for about 200 damage with 100 blades. So why not amplify the toughness for “trash mobs” by about 2-3%??

That covers basic mobs, coppers, and silver bordered enemies, now lets roll into the real fun part!! Amplify bosses to mimic those husks. This would require new team compositions all over the place and completely new development of tactics! No more need to sit against a wall and spam FGS skill 4 into a corner, because it will hardly do anything! Imagine a Lupi fight where you dont just have to sit there, wait for him to cross his arms and press feedback and game over!

Now the last part: Scale the dungeon rewards by x2 or x3 to make players want to do it! Give better chances at exotics, rares, or even ascended items for completion of certain dungeons and bosses within!! Now for open world content – People just run whatever they want anyway, so i think that could/should/would be better off left as it is! The main issue was team rejection because people weren’t berserker, and now you have an unparalleled solution!

The more people who post on here the more likely A-net will look at it and consider, if you have more to add to this please post below, and any positive or negative feedback is greatly appreciated!

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Posted by: avatar of doom.8601

avatar of doom.8601

Seems like a good idea.
Be carefull to not make bosses have as much toughness as those husks though or you would make it so that berserkers will be rejected!!!
Good idea though.

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Posted by: Darkobra.6439

Darkobra.6439

I thought you said this was urgent. I was expecting something important.

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Posted by: Togashi Jack.9531

Togashi Jack.9531

You do realize that an addition to health and toughness of enemies would only make the problem worse? People skip trash mobs already because they 1) take too long to kill and 2) don’t provide any real rewards… so lets make those things take longer to kill by giving them more health and armor.

Secondly, when they first brought up Ferocity, they said that the fully specked out for DPS builds would see about a 10% drop and that Ferocity would be a replacement to Crit Damage +% on stats. By increasing health and armor on thesee targets you’re looking at an across the board dps decrease, not just for zerker, but every armor combination. This wouldn’t provide new challenge or bring new compositions, it would just make everything take longer.

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Posted by: Fayour.6920

Fayour.6920

Im not sure who changed the topic title of this post, but its not trying to tailor anything to zerkers, its trying to encourage the usage of OTHER skill and armor sets.

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Posted by: Darkobra.6439

Darkobra.6439

Still better than the original title.

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Posted by: robertul.3679

robertul.3679

So “zerkers” are greatsword warriors. Makes sense.
2-3% toughness will not reduce 100b to 200/hit and even if it did that’s a 100x reduction, considering said warrior is like alone in the dungeon. If the rewards are increased only 3 fold..well I hope you see where this is going. Probably not.
GG OP. Top notch intellect right there.

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Posted by: Fayour.6920

Fayour.6920

That 2-3% is for trash mobs I.E. Spiders in Ascalonian Catacombs, and then the queen would be the 200/hit.

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Posted by: killcannon.2576

killcannon.2576

The basic gameplay mechanics of GW2 is what encourages zerker. It’s not flashy numbers, it’s not an elitist mentality, it’s not the dungeon design, it’s not the zerg, and it isn’t warriors.

The only attributes that synergize with skills well are power, precision, and crit dmg. There is zero advantage or need for anyone, anywhere, at any time to not stack those attributes as much as they can depending on their skill level. The game is based around active defense, this means knowing your class and your skill load out.

This is part of the game design to remove the trinity. It is intentional. It’s the way the game is.

The people who run high dps builds are the ones who know their classes, the encounters, and the people they play with. Adding more hp, toughness, or one hit kills to bosses or mobs will never change this. It will just make things take longer for everyone.

Instead of the nerf zerker or buff dungeons mob mentality that is being spread by casuals who can not grasp the game mechanics, the conversation should be about adding meaningful roles so that other builds will happen naturally.

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Posted by: Serval.6458

Serval.6458

If you make important mobs almost immune to direct damage, then they will pretty much be 2 person encounters because no one else’s conditions will fit in a larger group.

While going further down the line of mob diversity would be “interesting,” it’d mostly annoy people for needing specific builds eg. mobs that couldn’t actually bleed are immune to the condition, earth elementals are immune to everything that isn’t extreme blunt force trauma or explosives.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I am not in favour of any of this.

Mobs need to be more intelligent. Melee need to hassle weak targets. Range need to kite. Casters need to actively weaken and blind. Some mobs need larger toughness and less health making them susceptible to condition damage. Other need true zerker stats. All bosses need a core profession to work off that uses that professions skills. Some of their skills need increased damage coefficients, others need marginal coefficients but lesser recharges to compensate for 5 vs 1. All bosses must be able to be CC’ed /interrupted, but at the price it halves their cool down’s when they are. If you plan to chain interrupts/ CC’ing back to back, all you’re gonna do is increase the amount of skills used in the end by the boss so that they will eventually get a lot of their skills through.

Basically gw1 on steriods is what is needed. Mobs move out of AoE, they have professions and secondary professions that have synergy and mobs make use of hex/condition overload, spike damage, have healers and try to snare you.

This what is needed..it is low hanging fruit to simply make hundred blades do pathetic damage. Making the rich’s paycheck less does not help the poor in any way.

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Posted by: Lord Kuru.3685

Lord Kuru.3685

If you increase toughness so that a zerker party takes an hour to finish a dungeon, how long do you think it’ll take a non-zerker party? Is this a not-so-subtle attempt to push people towards condition damage builds? That’s not going to work because of the 25 stack limit.

Plus, at this point, due to Ascended gear, people are loathe to change gear — no one wants to go through the grind a second time. This is probably one of the biggest roadblock to encouraging people to play diverse builds.

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Posted by: Sina.9208

Sina.9208

Let’s also double, wait no triple their HP pools!