Showing Posts For Calerxes.1364:
You are not talking about complexity you are talking about fulfilling a role and if the group is set up properly you’ll have just that responsibility, thats not complexity that just playing your role properly and certain roles carry the rest of the group, its a simplification, just because you have a few more buttons to press doesn’t mean a thing. When the group has to react to changing conditions of the fight on the fly that adds complexity because you have to know how to adapt at that precise moment, its like going from an automatic car to a manual you now have better more responsive control over the situation if it goes wrong you can pull it back, in your scenario once the tank/healer combo goes down, wipe, game over, you cannot get it back and thus all the raging on healers and tanks not doing their job properly. In holy trinity games you have one thing to do on the whole and most choose the easy option DPS, thus when faced with playing other roles they freak out, thus GW2 forums. And this is all based around gearscore before you even start. Its like comparing the complexity of Formula One and WRC, WRC is a massively more complex sport in regards to actually driving skills while F1 is procession technology the ones with the biggest gearscore win.
I’m sorry, but suggesting the fights could have a bit more complexity and depth is not me “freaking out” because I don’t know how to play other roles. It’s my opinion. Just as the thousands of words you have typed are your opinion.
Any way, it’s clear there is a fundamental difference between you and those who seem to agree with me. You think the fight mechanics are wonderful and need no tuning whatsoever. I simply don’t. You also seem to think your opinion is the correct one so I don’t see any point in continuing with this.
But I say again…just because people don’t see it the way you do in no way means they are “freaking out,” so you may want to cut back on the hyperbole a bit.
I’ll quote myself..
“But its not perfect and is a new concept so it will take time to iron out the wrinkles, think back to earlier MMO’s and their boss mechanics were all Tank ‘n’ Spank on the whole, it took time to start adding in some complexity”
All the things you are doing on your Loremaster are now spread among all the classes in GW2 and a few of them like cleanse wounds etc… can be sorted by the players by taking salves into a dungeons and other things you are doing should not require you to do them like heal and rez. In GW2 all players have the responsibility to remove conditions, mitigate damage (by movement), heal themselves, control mobs, remove control effects, rez players. Players have to be aware of the players around them and not expect the Loremaster/healer/tank to be on the ball all the time.
Responsibility is with everyone and not just the tank/healer/support class in the group and I did go on to mention more sophisticated trinity games, I’m not bashing trinity MMO’s other than maybe WoW, so you can include LotRO in that. The point is that playing GW2 efficiently and successfully takes skill and understanding of the classes and thinking in terms of individual roles and is thus not a “simplistic” system as the bodies strewn all over Tyria waiting to be rezzed would not exist. But its not perfect and is a new concept so will take time to iron out the wrinkles, think back to earlier MMO’s and their boss mechanics were all Tank ‘n’ Spank on the whole, it took time to start adding in some complexity. Lets have something different like GW2’s system and it may encourage other dev’s to take a risk and design their own “non trinity” system.
I agree the game is new so it may have more complexity added to it, but as for the rest, you are talking about two seperate issues, responsibilty and depth/complexity, the game is simply not as complex for all the reasons I mentioned before, that my loremaster’s duties are spread out to various classes/builds in GW2 just means when I play as an individual my GW2 classes are less complex, require less awareness, less multitasking, less decision making, less priortizating than my loremaster, chlorodom, etc in other games.
But to an extent that is understandable, GW2 is a game that has a more action type style, so requires more movement (though not all games are as static as WoW, and PvP is not static in any game, unless you like to die a lot), and generally more twitch.
As for responsibilty I am not even sure I agree with that, a player is more responsible for themselves, but on the other hand if you are used to playing a healer/tank/key support (in games that have those) it is a step down in responsibility. Also overall the game is currently much more forgiving, so in other ways promotes less responsibiity – e.g, in a raid a DPS can still cause a wipe, or will be assigned as interrupter or will simply not output enough DPS because the margins for success in many other games for things like enrage timers are far more severe.
But anyway just to clarify, I don’t want GW2 to go the whole trinty route, it is nice they are doing something a bit different (though not that differnet action type MMOs often lack real healers and/or tanks), just doesn’t stop me sometimes missing a bit more complexity/multitasking or the total change of playstyle that healer provides.
You are not talking about complexity you are talking about fulfilling a role and if the group is set up properly you’ll have just that responsibility, thats not complexity that just playing your role properly and certain roles carry the rest of the group, its a simplification, just because you have a few more buttons to press doesn’t mean a thing. When the group has to react to changing conditions of the fight on the fly that adds complexity because you have to know how to adapt at that precise moment, its like going from an automatic car to a manual you now have better more responsive control over the situation if it goes wrong you can pull it back, in your scenario once the tank/healer combo goes down, wipe, game over, you cannot get it back and thus all the raging on healers and tanks not doing their job properly. In holy trinity games you have one thing to do on the whole and most choose the easy option DPS, thus when faced with playing other roles they freak out, thus GW2 forums. And this is all based around gearscore before you even start. Its like comparing the complexity of Formula One and WRC, WRC is a massively more complex sport in regards to actually driving skills while F1 is procession technology the ones with the biggest gearscore win.
This combat system is about thinking on your feet not spamming a rotation you’ve worked out or read about on interwebz, while expecting the other players to keep you up, hold aggro or nuke, where’s the depth in that? The case for this combat system being shallow is a spurious one with many players complaining (this thread) that they are finding it difficult and wishing they could go back to the cut and dried Holy Trinity. Shallow this system isn’t players are still trying to pigeon hole themselves into roles and not building balanced toons that have a talent in one area but can do the other two disciplines well, and also players need to stop obsessing about DPS and learn about support and control.
I am afraid the case for the combat in GW2 being more deep is the only spurious argument, it seems to be entirely based on comparisons to the most simple of DPS classes in other MMOs, the fact is many healers, tanks and support / CC classes required far more awareness, decision making and mulitasking than the simplistic stuff you get in GW2.
For example when I used to play LOTRO I played Loremaster a support class, on raids I had to do all this:
- Keep stun immunity up on tank (sometimes off-tank / tank healer)
- Cleanse wounds, diseases, silence etc
- Keep up several debuffs
- Drain power from boss and feed power to key players – healers/tanks/captains
- Provide CC, often needding to perma CC one mob (sometimes 2)
- Off heal
- Provide a res if healers/captain were out
- Do some DPS, particulalry against adds as Loremasters had very high burst AOE.
- Peel (cc/debuff/get my pet oo them) a rogue mob off someone who got aggro that shouldn’t of, or help them out if it was intended (this may come as a shock but other games have dungeons / raids where certain mobs delibrately go after someone other than a tank/off-tank)
- All whilst maangaing a pet.The same goes for PvP, when I played Rift, my favourite class/spec to play in PvP was chlorodom a sort of CC/debuffing/support/semi-healer, again it required far more multitasking / awareness / decison making than anything in GW2 is simpistic in comparision, I’d have to:
- Drain enemy healers of mana.
- Heal people using multiple skills and shockingly have to make numerous decisions to prioritise not just in the sense that there were more than 5 people, but that healers > support > top dps ->the rest and also assessing who was in danger of goign down who would be alright. (this can not be overemphasised enough in PvP, the amount of decision making you have to make as a healer, whilst trying to stay alive, LOS/CC your oppnents / keep your team in LOS, is on a completely different level to playing a DPS class or anything in GW2)
- CC / debuff, again having to actually prioritise.
- Try and actually kill people, which shockingly enough actually required skills in the correct order and the correct selection of skills depending on the build of your opponent.
- Use my othe rsupport skills like Reflective Presence which reflected caster skills.
– All this whilst being constantly focused by the opponents in a way you very rarely are in gw2.Then of course there was actually resource management, both yours and in PvP taking note of your opponents, resource managmetn in gw2 is nearly non-existent, as are things like situational skills.
SNIP!
All the things you are doing on your Loremaster are now spread among all the classes in GW2 and a few of them like cleanse wounds etc… can be sorted by the players by taking salves into a dungeons and other things you are doing should not require you to do them like heal and rez. In GW2 all players have the responsibility to remove conditions, mitigate damage (by movement), heal themselves, control mobs, remove control effects, rez players. Players have to be aware of the players around them and not expect the Loremaster/healer/tank to be on the ball all the time.
Responsibility is with everyone and not just the tank/healer/support class in the group and I did go on to mention more sophisticated trinity games, I’m not bashing trinity MMO’s other than maybe WoW, so you can include LotRO in that. The point is that playing GW2 efficiently and successfully takes skill and understanding of the classes and thinking in terms of individual roles and is thus not a “simplistic” system as the bodies strewn all over Tyria waiting to be rezzed would not exist. But its not perfect and is a new concept so will take time to iron out the wrinkles, think back to earlier MMO’s and their boss mechanics were all Tank ‘n’ Spank on the whole, it took time to start adding in some complexity. Lets have something different like GW2’s system and it may encourage other dev’s to take a risk and design their own “non trinity” system.
Now, it was fun playing as a healer in ‘other’ games. Keeping people alive where others couldn’t. Silly tanks charging ahead without waiting for mana.
But when you play any other class, it was a pain looking for a healer. Even worse, looking for a proficient healer if you’re looking towards harder instances.
Given the marketing campaign and the ‘casual’ players we see here, it’d be ritual suicide.
Even though removing the trinity (omg i said it) removed the depth in PVE and turned it into a wading pool, at least you’re responsible for your own survival when it comes down to it. This is more of a hindsight than a ‘pro’ for GW2 atm.
How is it shallow when players don’t even understand what they are doing and just think damage is the be all and end all? could it be that’s all they’ve played previously? In a trinity once you’ve learn to either taunt, stand back and heal or stand back and nuke thats it in small groups, in raids its don’t stand here when boss does this, jump out of the way when boss does that etc.. it took me a few hours to learn my role in other trinity based games in GW2 I’m still learning over 100 hours in. I’m all for expanding the trinity like in EQ, EQ2 and Vanguard where you have buffers and debuffers, pullers, mezzers etc.. more specialist roles, though please do it in other games not GW2, but my overall feelings here is that the general MMO playerbase has never played those types of roles and wouldn’t get them either they just love the pew pew and thats it.
(edited by Calerxes.1364)
I miss my monk..
I think the lack of a traditional trinity really limits what the combat could have been in this game, but i think they sacrificed it to design the game in a casual manner. The combat has very little depth to it in my opinion and people don’t really group together for combat purposes outside of dungeons..just feels a little poorly put together. I think what’s missing is integral roles. With everyone being able to do basically the same things with minor flavor differences, players lose a bit of their identity and integrity that we were used to with the roles in more traditional MMOs.
I think they could do a lot by way of bringing back the Monk or at least the Ritualist in the coming expansion, buffing the effects of healing power considerably, and just adding a lot more healing skills to the game for each class…maybe even let a player slot a whole bar of healing skills in their utility slots. I dunno, i think that a lot of people miss this defined role. I’d like to see something more, but i don’t want LF Healer coming back…i’d just like to see multiple classes become more viable speccing into support only roles. Plus, i think they can do a lot, creatively, with the Ritualist or Monk in a Cantha expansion and putting a healing centered class in this game doesnt have to make that the only viable way to play. It’d be nice to see a team without a healer just as viable as a team with one rather than just avoiding the paradigm altogether because, frankly, many enjoy it.
This combat system is about thinking on your feet not spamming a rotation you’ve worked out or read about on interwebz, while expecting the other players to keep you up, hold aggro or nuke, where’s the depth in that? The case for this combat system being shallow is a spurious one with many players complaining (this thread) that they are finding it difficult and wishing they could go back to the cut and dried Holy Trinity. Shallow this system isn’t players are still trying to pigeon hole themselves into roles and not building balanced toons that have a talent in one area but can do the other two disciplines well, and also players need to stop obsessing about DPS and learn about support and control.
The combat is more fluid and natural where you have to do whats needed to be done at the right time. The system is new and original and will take time to be played properly, it isn’t perfect and needs tweeks but its a refreshing change from playing an Affliction Warlock in a group with dot, dot, dot ,tab, dot dot dot, tab, drain, drain, drain you have to be aware of whats actually happening to you and others. I haven’t worked out how to play my Warrior or Engineer properly yet but thats the fun and I’m getting better at slowly
(edited by Calerxes.1364)
Here’s a question, as Arenanet are attempting to make a more fluid, natural and dynamic MMO wouldn’t the boss encounters feel random if everytime you went in the conditions were slightly different due to things like group set up, RNG etc..? is this a good understanding of a dynamic encounter, one that isn’t the same two times in a row wheresas in a traditional MMO the boss mechanics are exactly the same everytime and you are forced into a set group makeup ie The Trinity. I imagine in warfare no two battles are exactly the same, you have to think on the fly and change according to the conditions presented to you at that time, not a preset set of movements like its an MMO ballet. This will then give the dungeons or boss fight a fresh feel everytime you enter them.
No, I’m not saying model the fights like a WoW fight where you go in knowing what the boss is going to do ahead of time. I like the randomness of the fights. What I’m saying is make it feel like my CC is actually doing something, or my heals are doing something, or if somebody IS getting lambasted by the boss, give each one of us a taunt ability to grab aggro for a little bit or an ability to drop aggro. There just doesn’t seem to be any rhyme or reason in regards to aggro tables and it just seems completely random.
Most of all, coming from a melee player…please, please, PLEASE trim down the spell effects so I can see when a mob/boss is telegraphing a big move so I’m not guessing when to dodge. Mashing buttons while looking at my health bubble to see when to dodge in front of what looks like an abstract watercolor in motion really isn’t much fun.
I’m tired and having a hard time putting it into words right now, but there just doesn’t seem to be much strategy in most (but not all) fights.
Actually as a long time MMO healer i kinda like the lack of a “healer” i play a guardian and yes i add so many buffs in a group you need a second screen to see them, i ward i heal i regen but im not a “healer” if the warrior charges into 20 mobs and dies its his fault for being an idiot not my fault because i couldnt heal 5 times his health pool in 0.005 seconds
People are used to DPS being all reward and no responsibility, they get agro its the tanks fault, they die its the healers fault now you screw up its YOUR fault no one elses
i like it
Spot on.
My point is that combat here feels different, but from that to say that boss encounters are dynamic is a bit of exaggeration.
The boss encounters are exactly like any other MMOs with the ONLY difference that the boss isn’t tauntable, so it will usually lock unto someone after some mysterious alchemy. Myself I believe that they are somewhat racist, and just lock into whatever race they dislike the most…
Pressing V instead of S or A to avoid fire, isn’t the pinnacle of skill.
Thats the point of my post as it was a question, well a couple actually and was only trying to get to what Arenanet is attempting to do. The aggro system in GW2 is a bit more complicated than just a taunt system. So when you go into a fight it isn’t cut an dried who the mobs are going attack because you are not in the exact same group setup everytime like you are in a trinity based game thus the fights will seem random and a bit more dynamic than other MMO’s, thats all I was asking I wasn’t saying they are “truly dynamic” but a bit more so because of the variety of builds and skill players come to the fight with. Could this be true?
If all your doing for a pt is just dmg your doing it wrong. This game is not about overspecialization that what the 3 way mmorpgs are about not GW2 because it dose not have it in this game (tank dps support). Please stop trying to make the game something that its not.
I’ve being thinking that this is the problem all along you are not just one thing in a group dynamic you are all things, until players get out of the “its all about DPS” attitude these problem with continue to seem bigger than they actually are. But of course we are now 6 months in and into the realm of speed running content, so 30 sec’s shaved off of a run is paramount, so what is it, 4 Warriors and Mesmer are FOTM for ironically FOTM.
Here’s a question, as Arenanet are attempting to make a more fluid, natural and dynamic MMO wouldn’t the boss encounters feel random if everytime you went in the conditions were slightly different due to things like group set up, RNG etc..? is this a good understanding of a dynamic encounter, one that isn’t the same two times in a row wheresas in a traditional MMO the boss mechanics are exactly the same everytime and you are forced into a set group makeup ie The Trinity. I imagine in warfare no two battles are exactly the same, you have to think on the fly and change according to the conditions presented to you at that time, not a preset set of movements like its an MMO ballet. This will then give the dungeons or boss fight a fresh feel everytime you enter them.
Must be terrible for the GW2 wiki writers to describe all of these dynamic boss fights that feel fresh and different every time. I myself have stopped reading the wiki because every time I try an encounter it goes completely different from what was described… True story, seriously…
Did you just read my post? and not the one I was replying to?
From my experience trininty games allow for a ton of carrying through content. Most encounters success or failure is dictated by the tanks/healers whilst dps just affects the speed at which the encounter is completed. I played healer/tank roles in WoW and Rift a fair bit and always found it annoying getting critcised by guys whose only job it was was to not stand in the fire and cycle their dps rotation.
Gw2’s system is far more revealing of an individual player’s skill . There are no tanks to hide behind or healers to save your kitten In nearly all cases blame stops at the player who went down. This makes it feel far more meritocratic for me, although for people used to only playing dps in trinity games it will be a bit trickier.
Your last point is key for me as to why players are having problems with the combat system in GW2, they just don’t understand anything other than dps, support and control players in traditional trinity games were rather rare so we had the problem of waiting for healers and tanks to turn up to do group content, the vast majority of the player base was dps and only understood dps. I was like that for a while until I got my confidence up and then I started to play tank and healer classes and realised it wasn’t that hard after all but you will get blamed for any mistake and thats something else stopping players taking on those roles. In GW2 you are responsible for your own safety and the safety of others, its a more natural system but if you’ve never had to think about support or control in a group system you’ll going to find it an alien concept and struggle to adapt unless you want to. I love this new way of doing things and there are still plenty of traditional trinity games out there so I’d like this one to stay this way and just be refined and improved upon so more and more builds are viable.
I agree with this. Used to tank in WoW and, other than knowing the mechanics of each fight, it was very simple. But you’d have idiot dps standing in stuff and expecting the healers to heal them through it. If they didn’t, the healers were “terrible.”
Now, that being said…the mechanics of these dungeons and the aggro system really need work. I understand 100% that everybody is responsible for themselves, and I also understand 100% that everybody does a little bit of everything in this game. However, most of the boss fights in this game seem completely random in regards to aggro.
I think being able to taunt off of each other would be a huge addition to this game and allow tougher encounters with even more planning/strategy required. Instead, for the most part, all encounters seem to be just way too chaotic. I also think snares, traps, and shields/walls/protection bubbles need to last for more than a second or two. They really don’t seem to be doing much.
Most of the fights as melee, you can’t even SEE the boss through all the spell effects and instead of using the dodge mechanic correctly, you have to use your best guess as to when to dodge, because you can’t see any of the boss’ tells. All you can do is watch your health meter, see it going down and then just randomly dodge. To me, that needs work.
I like this game a lot, and I realize it’s really, really young. But I honestly think the encounters/mechanics need a lot of work.
Here’s a question, as Arenanet are attempting to make a more fluid, natural and dynamic MMO wouldn’t the boss encounters feel random if everytime you went in the conditions were slightly different due to things like group set up, RNG etc..? is this a good understanding of a dynamic encounter, one that isn’t the same two times in a row wheresas in a traditional MMO the boss mechanics are exactly the same everytime and you are forced into a set group makeup ie The Trinity. I imagine in warfare no two battles are exactly the same, you have to think on the fly and change according to the conditions presented to you at that time, not a preset set of movements like its an MMO ballet. This will then give the dungeons or boss fight a fresh feel everytime you enter them.
Dont get me wrong. I am not crying or want to get it change. Its ok how they they made it. I only wanted to give a small feedback why me (and mabye others?!) dont like it much to go into dungeons.
I just miss those 2 classic roles of an RPG in this game, and mabye Arena.net will put them into GW3.
This post is meant to be a small feedback about how I fell or why I dont go into dungeons that much.
Ther are sure ways, combinations to do the dungeons in GW2 “easy”, but those are not fun for “me”.
So whats the point of this thread then? if you understand that those “classic roles” are no longer supported in GW2 you have the choice to adapt or not have any fun as they apply in world PvE, sPvP and Wv3 its the core concept of the combat system and thus the whole game, as its centrepiece is combat.
It’s called “conversation.”
Cripe, what is with people and their self-importance that they think it’s up to them to determine whether or not somebody correctly created a discussion thread on the internet??
The guy just wanted to say what’s on his mind. Not up to you to determine whether or not he should.
Don’t get all tied up in knots, though can you tell me the point of the OP? he even understands that the game isn’t built the way he wants and he doesn’t do dungeons because of it so again whats the point of the OP? just wistful remembrance of times gone by? I pointed out that its either adapt of not have any fun as the whole game is built around the combat system, so I was giving advice not telling him he cannot start a thread about it.
From my experience trininty games allow for a ton of carrying through content. Most encounters success or failure is dictated by the tanks/healers whilst dps just affects the speed at which the encounter is completed. I played healer/tank roles in WoW and Rift a fair bit and always found it annoying getting critcised by guys whose only job it was was to not stand in the fire and cycle their dps rotation.
Gw2’s system is far more revealing of an individual player’s skill . There are no tanks to hide behind or healers to save your kitten In nearly all cases blame stops at the player who went down. This makes it feel far more meritocratic for me, although for people used to only playing dps in trinity games it will be a bit trickier.
Your last point is key for me as to why players are having problems with the combat system in GW2, they just don’t understand anything other than dps, support and control players in traditional trinity games were rather rare so we had the problem of waiting for healers and tanks to turn up to do group content, the vast majority of the player base was dps and only understood dps. I was like that for a while until I got my confidence up and then I started to play tank and healer classes and realised it wasn’t that hard after all but you will get blamed for any mistake and thats something else stopping players taking on those roles. In GW2 you are responsible for your own safety and the safety of others, its a more natural system but if you’ve never had to think about support or control in a group system you’ll going to find it an alien concept and struggle to adapt unless you want to. I love this new way of doing things and there are still plenty of traditional trinity games out there so I’d like this one to stay this way and just be refined and improved upon so more and more builds are viable.
Dont get me wrong. I am not crying or want to get it change. Its ok how they they made it. I only wanted to give a small feedback why me (and mabye others?!) dont like it much to go into dungeons.
I just miss those 2 classic roles of an RPG in this game, and mabye Arena.net will put them into GW3.
This post is meant to be a small feedback about how I fell or why I dont go into dungeons that much.
Ther are sure ways, combinations to do the dungeons in GW2 “easy”, but those are not fun for “me”.
So whats the point of this thread then? if you understand that those “classic roles” are no longer supported in GW2 you have the choice to adapt or not have any fun as they apply in world PvE, sPvP and Wv3 its the core concept of the combat system and thus the whole game, as its centrepiece is combat.
Ahoy the mates.
This post is not meant to be a flame or whatever.
Its only a small feedback.
I like it that Arena.net trying to find ther own mmorpg way and make something unique. But I realy miss the classic healer and tank class in this game.
I am playing anyways to 95%+ only in the WvW, but that ther arnt any realy tank (taunt) or healer class in this game is the main resson why I dont go on dungeon runs or PvE raids.just my 2 cents
(sorry about my bad english)
Did you not do any research before buying GW2? its combat system has a different set up to most MMO’s so you have to ask yourself do you want to learn a new approach to combat or not? are you scared you’ll fail? do you not like variety in your gaming life?
From the amount of debates on here many are not quite getting that you have to be able to do all three disciplines Damage, Support, Control but with different ratio’s to fit in with your playstyle so you can lean towards being a healer or tanky type but with no taunt mechanic and the fact that all professions can heal themselves you have to be responsible for your own survival as much as other players survival. Its very different and I haven’t got my head around it yet but I’m finding it keeps me thinking about builds for different aspects of the game rather than get a rotation and thats it your set for life.
oh please – enlighten us…
don’t leave us all hanging. :P
I would go back and think about your maths first before you start pulling up others.
@OP
I haven’t bought keys or anything else in the CS as there’s nothing I need you get lots of stuff just completing maps, dailies and monthlies