Zerging has been the subject of debate for quite some time. Many people suggest that it should be prevented and that it is either game breaking or plainly un-fair. While I do agree that it is a bit ridiculous, the fact of the matter is; “strength in numbers.” With the holy trinity (healer, tank, DPS), travelling in groups is much less necessary because a small pack of three if well coordinated enough can survive a lot of abuse. With this system absent in Guild Wars 2 many people have difficulty operating their characters effectively. Someone who is heavily offensive will often forget to heal themselves, or someone who is heavily defensive may be too focused on survival and not enough on defeating their enemy which results in groups snowballing. People don’t want to have to do everything themselves. Although I do enjoy the independence this system was intended to promote, it also promotes the very opposite which is similar to the real world. We all have the capacity necessary to clean our house but why do it ourselves when we can do it faster with twenty others. If instead we were professional, we would only need a small group. One for each area of maintenance which will require less people and the same amount of time. Quality/quantity. With no dedicated professions in Guild Wars 2 it’s easier to rely on odds. If there are x amount of people, at least x amount of those people will be using an ability that will support you (might, regeneration, protection, etc.) when in combat. Where as with the holy trinity, you don’t need numbers because you know that each person will be doing exactly what they are supposed to be doing.
To conclude, Guild Wars 2 has done an amazing job with their departure from the traditional holy trinity. It allows us to more easily and actively explore the world on our own not having to rely on others to reach certain locations. Unfortunately this only works in small combat. We cannot properly juggle large groups of enemies on our own or even with a small group because our professions may not all compliment each other. Thus leading to “well if there are 5 enemies I’ll bring 10 friends.” Where as with dedicated roles the train of thought is more along the lines of “we need an extremely good healer and a nasty DPS.”
You have done a magnificent job with the game, ArenaNet. Unfortunately, you designed a system that works better in small scale combat than large, with an option to compete in large scale.
I have seen many, many times people discussing the downed versus dead state. Although this is far more opinion, I believe that the current system needs much less of an alteration than what most are suggesting. Spies are a problem, that much we can all agree on. The period in which someone can lie dead and still be res’d is a bit ridiculous. However, I do not think that it should be removed as some people so desperately request. Reducing the time in which someone is able to remain in the dead state to say 60 seconds would be more reasonable.
The second part of this I would like to discuss is that some people believe it promotes zerging by being able to endlessly revive dead allies. Although this is true to a degree, I don’t believe that is as much of a problem as others might like to believe. People are lazy: fact. This is yet another reason why we zerg. So that we do not have to look after all areas of our characters while in combat. If close enough to the group, we may receive regeneration, protection or what ever other boon might benefit us most at that time rather than having to eyeball our healthbars and conditions applied on us to remove them and heal accordingly. The same goes for res’ing dead allies. Most people will just hope that someone else takes the time to do it so that they don’t have to. Which results in a lot of people not being res’d and waypointing allowing the losing blob to eventually diminish.
And two ideas for the dev’s to think about: Since a lot of people play games for rewards and not to be challenged, remove the experience a player receives for reviving allies. And/or make it so that when res’ing a dead player, if interrupted, the dead players health bar will begin to fall again instead of pausing where it was left.
That’s it for my thoughts on WvW for now. If you agree, disagree or would just like to share your ideas below please feel free to contribute. Although I do not agree with the majority of the suggestions I’ve seen on removing the dead state or that zerging is game breaking, etc. This is a community and my own preferences should not be held in higher authority than any others.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
(edited by SpellOfIniquity.1780)