The way I see it is that ANet want something similar to the system in Monster Hunter, where mostly everyone taking care of their own health while still working together to bring down the boss.
Players are suppose to avoid/prevent damage in the first place.
The reason healing skills aren’t effective is because there to help lessen the punishment from failing to prevent/dodge and not the main function of the battle.
This is probably also the decision behind the reason why there is “no healer” in game.The system does not really work though because of low death penalty (including way point in dungeon). So people just does not really care about their health. Taking off way point or have a dungeon lost condition upon total death might force player to be more cautious.
Yes, I have to agree with this to a point; however, there’s still flaws in the system.
Damage mitigation is tied to dodge rolls but the mobs are often so tightly packed in an area dodging a big whammy means getting more mobs on you (unless someone else happens to be hunting in the same area – which despite being an MMO will not always be the case) or, worse yet, the area prevents being able to dodge – Windy Cave in Lornar’s Pass where you’re balancing on a beam or narrow ledge while facing Veteran Shadow Imps is a stark example of this and trying to run the bomb through Griffonrook Run is another.
The limitations on dodging (endurance, rolling off cliffs, agroing more mobs) is not offset enough by the healing skill due to the cooldowns on them being equally as long… one or the other could be adjusted downwards.
The few skills that purge conditions give no immunity to them being immediately re-applied and often have long cooldowns whereas abilities that apply conditions frequently have low or no cooldown… so while I might remove snares/confusion with a use of Consume Conditions, I’ll have to wait 25s to use that skill again and usually get those or other conditions re-applied before the animation has even finished on my ability.
Some champions hit HARD… meaning even a high Vit/armor class is gonna be reeling after one shot…. a good example is the Champion Destroyer Harpy in Kessex Hills… yes, you can dodge her big attack however even her regular attack hurts… and you can’t constantly evade. While trying to kite her around there’s other mobs spawning in the room so even with two full groups of people there will probably be frequent deaths… I don’t know how many times I’ve seen total wipes from 15+ people trying to tear down either the Champion Destroyer Harpy or the Krait Bloodwitch but the rewards for the event are not worth the effort in my opinion. I’ve done them each a few times now I just avoid them… not worth the risk of damaged gear for the piddly coins I’ll get for participating in the event when I can get better rewards doing easier events – like fighting off the krait trying to abduct the quaggan villagers… or killing the risen krait in Lychmere.
With no means of agro management and no true tanking classes… “boss” mobs need to be made so that, while tough to tear down and challenging to fight, they don’t utterly destroy people in medium or light armor with a swing or two. I can understand the easily telegraphed (red circle style) attacks being one-shot kills… if you don’t move it’s all on you, but their basic attacks need don’t need to be as overly devastating as some are… if I annoy the destroyer harpy, nobody can really peel her off of me so I’m stuck to playing keepaway but after two dodges I’m going to get smacked. There needs to be a little more forgiveness in the battles – not asking them to be made cakewalks – since there’s cooldowns on healing skills, limited endurance for dodges, and not really agro management. As it stands, the sole source of agro management I have found is invisibility which WILL cause a boss to swap to a different target, but if this is what people are forced to rely upon you haven’t done away with the holy trinity as much as changed which classes people might consider “must haves”, since only a few classes have access to invisibility or combo fields to create it.
(edited by Barghaest.3061)