Dont make Dungeons Harder-More builds Viable
in Guild Wars 2: Heart of Thorns
Posted by: cletiscake.9173
I see a lot of people here saying that the only way to kill the Zerker Meta is to make dungeon content harder (less stacking in corners, and less DPS stats), forcing people to run builds with more survive-ability instead of full Zerker. This isn’t the solution. Have you ever tried going into a dungeon with “tankier gear” instead of Zerkers?
Assuming that the entire party runs a more Tankier setup (more HP, more Armour, less DPS) it’s safe to also assume that the fights will last longer. Less DPS means Mobs will grind you out longer than you can grind them out. In current content, this is what happens when fights last longer:
a) You have limited amounts of dodges and blocks which means you will take more hits over a longer fight. Because Mobs hit so hard, it’s more efficient to run Zerker and kill everything quickly before you run out of ways to avoid damage.
b) Not stacking in corners is simply not feasible. Because there is no reliable aggro mechanic, and no reliable way to “tank” damage (due to limited blocks and dodges), fighting mobs becomes a chaotic mess. We’ve all been part of those fights where everyone is everywhere, no co-ordination, different mobs attacking different players, players getting downed all over the place. Combat is a mess unless you stack neatly in a corner and nuke everything. This isn’t the players’ fault for exploiting. From what it looks like to me, it seems as though there is no design intent when it comes to Dungeons. The players simply came up with the best system to combat an otherwise very disorderly and chaotic mess. I don’t know what Anet’s original design intent was, but I don’t think they intended for us to “not” stack in corners. It’s too chaotic if you don’t. This is why people ask for the Trinity back. Because at least there is order to the chaos with a Trinity.
c) The Zerka meta has been a thing for a while now. If we tried to run anything different in current content, we would soon realize that Dungeons are indeed designed to be pretty tough. We think Dungeons are easy now because we can cheese through them with Zerker Gear, but we’ve forgotten that the bar has been set pretty high already. If we demand harder content in HoT, we will set the bar even higher, and we will get utterly destroyed in dungeons. You want mobs to hit harder? How would that invalidate Zerker Meta in any way? The whole point is to kill Mobs before they kill you, and in this new hypothetical Meta where Mobs hit harder, they will be able to kill you even faster, and that puts even more reliance on Zerker Meta.
Here’s the thing. Our characters are balanced around the fact that skills have a recharge time, we have only 2 dodges available to us, and we have a single Heal on a long cooldown. By design, we are a closed system. We are like a pre-built computer and it’s impossible to upgrade or improve the specs because our CPU/Case cannot support any new parts. Coincidentally, the one thing that CAN improve is our DPS. Right now DPS is the best scaling stat, because its the only stat that pushes our characters beyond the confines of “limited dodging, blocks, and healing”. Once we go through our rotation, and we’ve used all the tools at our disposal, the only thing that matters at that point is how much DPS we can produce. Zerker gear takes advantage of this “closed system”. Essentially, Zerker gear allows us to dish out as much damage as possible before we run out of utility, and by the time we do run out of utility, the Mob should be dead. Yes you can increase your armor and your HP, but when you can’t dodge or block anymore, you need to kill that Mob before it kills you. That is how the game is designed. There’s no way around that.
The only way to improve the Zerker Meta is to simply allow other stats to scale better, change the way Utility is used, and design encounters with more order to them. The developers need to allow other builds to emerge. They need to give us a better way to “tank” damage, and also a way to “heal” through it. No one is going to run Clerics Gear when it scales so poorly. It simply doesn’t work in this “closed system”. It’s counter to what the current design philosophy is with the whole “no trinity” thing, but it’s time to realize that this experiment of “no trinity” has detracted a lot from our game play.
Anet really needs to communicate to us how they want us to play the game. They need to talk about it openly. IF they truly don’t intend for us to stack in corners, they need to describe to us how we are supposed to cope without a Trinity. And if they want to lessen reliance on DPS, how will they go about doing that?