Will build diversity ever be a real option?
To be clear, there is no “need” to min max. That is not on Anet. There is only the compulsion to min/max which is based on human nature. In a game with no trinity, your definition of a need to min max would have every player in the game playing the same class and build.
Does some balance need to be addressed, yes. But the idea of being forced into one build where the content is not all that difficult is wrong. It is designed ina way where you CAN min max but never would you have to do so.
You shouldn’t keep your hopes up atleast. Maybe when they assign more than 2 devs to balancing and fixing classes. As you have witnessed, there has been very little progress since lauch, with such a limited crew theres only so much you can accomplish.
They have more than two people on profession balance and skill design. The belief that there was only two of them was a myth that the community invented.
Kaimoon Blade – Warrior
Fort Aspenwood
I do agree that skills in general need to be more pronounced.
But in open world, I’m not sure any build can’t work. Now in Dungeons, that is where it seems to be another story. Unless one considers several deaths and beating a Dungeon, a good job.
depending on your skill, taste and style of gameplay, you can go pretty much with any “build” in this game (except some dungeons) without a gamebreaking impact.
most people seem to be ok with the current diversity, tho if a-net want to keep their “hardcore” playerbase, they won’t come around tweaking and balancing here and there.
“Only the finest of potatoes in my zerkburgers.”
(edited by wauwi.9162)
To be clear, there is no “need” to min max. That is not on Anet. There is only the compulsion to min/max which is based on human nature. In a game with no trinity, your definition of a need to min max would have every player in the game playing the same class and build.
Does some balance need to be addressed, yes. But the idea of being forced into one build where the content is not all that difficult is wrong. It is designed ina way where you CAN min max but never would you have to do so.
Very well stated and I whole heartedly agree.
They just need to add more skills and trait and it’ll be great. BUT, before all of that, they need to make sure everything right now, is working properly and as intended, if they don’t do that, then they’re just overshadowing a problem with a even larger problem.
Build Diversity used to be a part of Guild Wars. They had it nailed as close to perfection as you could get in Guild Wars 1. Currently there aren’t many classes that have more than 2 viable builds. You basically have to choose between direct damage, condition damage, or survivability. You can hybrid two of the three options and still be effective in PvE, never though against a suitable opponent in PvP. However, your character will never really be very proficient unless you focus on one of the three aspects I mentioned earlier.
In Guild Wars 1 you could change your build for free in any outpost and max level gear could be obtained very quickly. By very quickly I mean 20 minutes or less. In Guild Wars 2, I can’t even phathom trying to respec my main with all of the grind that is involved on top of the cost. The cost to switch to 6 new superior runes, 6 new armors specifications, new weapons, and new weapon runes is out of control. It’s very un-Guild Wars like. They are currently trying to cater to the WoW kids and it’s a shame because they really had a good thing going in the original game.
(edited by Theplayboy.6417)
As an engineer I’d like to know this too. I would love to see the condition damage restored to pve so that we’d have build diversity again and be able to do defense and deal a decent amount of damage without thinking about it, like the way the other two adventurer classes are easy to setup condi builds and not use the same classification of abilities over and over to do a rather large upfront burst to reach 50% then recieve their numerous “on-50%” buffs and bonuses to damage.
The barriers to build diversity in all aspects of the game are mainly the boring and uninteresting trait choices, along with the never-used trait choices that are a bit too situational. There needs to be more traits that expand or provide new playstyles and less simple vertical increase traits. They should outright remove functionality traits like increased range on ranged weapons. Those sort of perks should be built-in already.
The other barrier to build diversity mostly exists in WvWvW and PVE, and that’s the time investment for attaining the multiple sets of gear needed to properly play different builds. As more Ascended gear comes in, this issue becomes drastically worse.