What i feel is missing gameplay wise

What i feel is missing gameplay wise

in Guild Wars 2 Discussion

Posted by: Ruppo.5273

Ruppo.5273

I think it’s kinda dumb that in PvE there is only 1 viable stat type for each role, power users have berserker, condis have vipers (now kinda mixed with sinisters), healing ones are pretty much the same if u wanna heal, and theres the boon sharing chrono. I would really like to see a new stat – attack speed. If there ever was an attack speed stat, i think it should be balanced in a way so you must make a choice between slow heavy hits, or quick weaker hits – therefor having a bigger build diversity. I really love attack speed modifiers, that’s why i enjoy berserker so much, but i really don’t like how chrono is the only quickness distributer at the moment. I know sinister and vipers are condi stats, but in reality they’re still hybrid as long as they have that precision and expertise. There could be some RNG stat that could provide an extra stack of a condi, and the higher the stat, the higher the chance. I also miss healthy proc/combat RNG that we can see in other mmos such as Rift or Wow. We could call it condi crit, or something.

Secondy, why can’t powerfull bosses condi cleanse, or heal? Just make a weaker breakbar when they’re about to cast the cleanse. Combat as much fun as it is, it’s really one dimensional for me at least. And why don’t they get any boons, boon corruption would also make more classes viable. Also, i know arenanet really doesn’t wanna go into the whole holy trinity thing, but it bothers me that there is no place for vitality/toughness in PvE except for some raids bosses. And i don’t want a straight aggro tank that gets hit and the rest of the party can freely DPS, but what about if the “tank” gets hit for an X amount of damage, and it takes away lets say 10% of his health, the people around him that get cleaved also take 10% of health. But if the person hit is squishy, 1 hit would take 50% of his HP, so the cleave would take 50% of cleaved party members also. This would encourage the first person hit to stack tanky stats.

Sorry for english.
TL;DR
give more stats such as attack speed, condi crit, heal crit, boon crit, whatever
make AI better with boons, cleanses, heals
give place to tanky stats in PvE

What i feel is missing gameplay wise

in Guild Wars 2 Discussion

Posted by: Manijin.3428

Manijin.3428

Playerbase: Give tanky stats a place in PvE! The game is too easy, even with squishy stats!

ANet: makes mobs hit harder, have faster attacks, and push out more condition damage

Playerbase: This game is ridiculous, XPac is a joke, mobs hit too hard, I quit GG.

On a serious note, though, having a place for boon stripping and enemy condition cleansing is a nice idea, and it seems that PoF will be leaning more in that direction. Apparently there are some enemy types that will be quite boon heavy, for example. I suppose we’ll have to see.

As for having a variety of damage-oriented abilities… it won’t change anything. People will just come up with new “meta” builds and run those. There are situations where building tanky/healy is important, particularly in Raids and, on occasion, high-end fractals, but the game could use more of that. I’d honestly like to see the fractal team stop working on fractals and go re-visit dungeons. I’m sure they could improve the experience quite a bit.

What i feel is missing gameplay wise

in Guild Wars 2 Discussion

Posted by: starlinvf.1358

starlinvf.1358

The issue with non-group PvE, is that they can’t favor non-damage builds, because non-damage builds don’t eliminate enemies. Group PvE, PvP, and even WvW always favors a build that has “just enough” defense to outlast an opening attack, and dish back as much damage as possible. The only exception to this rule is mandatory group comps, where job requirements can be safely shifted to another player, freeing you to build for a specific role.

HOT mobs were tuned to specifically punish Zerks meta. But with only a slight shift (as little as 5-10%) of your stats into defensive ones, you’re given enough wiggle room to avoid being 1 shotted or insta-downed. However, if you can’t dish damage back, HOT mobs can still overwhelm you. Mordrem in particular are rather fragile, but their attacks are designed to over take through CC and pressure. Now compare that to Chak, which are individually fragile, yet even a few together can beat by raw attrition. Chak are also tightly spaced (on purpose), so that the longer a fight goes on, the more Chak get pulled into the battle. Doesn’t matter how much tanky stats you’re taking….if you can’t neutralize them fast enough, they WILL overwhelm you in short order.

What PoF is looking to do is shift that difficulty away from attrition, and move it into effects management. While not spoken in any NDA breaking terms….. its heavily implied by people who had access to the press demo that some mobs have such unconventional defenses, that it would had been right at home in Guildwars 1. Its already been noted in the Demo that a lot of the new Especs have access to Boon strip, defense bypasses, a couple of new defense types…. all of which lends to an idea of Mobs finally using strategies similar to those used by players.