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Dungeons and Berserkers

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Posted by: DogCompany.1062

DogCompany.1062

However, if you think those new dungeons will have a necessary dedicated healer, you’re in for a lot more qq’ing. There will once again be a minority of players who can and will use zerk gear there. Why? As tons of people before me said, support isn’t gear based. CC isn’t gear based. That’s how gw2 works. Now tell me, why exactly is it that having people with different gear makes dungeons more interesting? Those are passive stats, why care about some passive stats? lol

That’s the concern I have, a reason of posting this subject. My goal is to reveal a reasonable position to where completing Dungeons isn’t so easy. Obviously, Berserker-Types are definitely the way to go, but, sadly, ignores all other types of professions available. This brings up another post from before and that is there is not desire or room for “passive stats” in the PvE world. Now, I’m looking for solutions in order to expose players to a diverse way of playing instead of Berserker-Types to blow right through Dungeons. It’s time to make Dungeons more competitive.

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Dungeons and Berserkers

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DogCompany.1062

I’m sorry but having a dedicated healer or tank is in no way diverse. That’s in fact the opposite. That’s pigeon holing.

I’m not sure what “pigeon holing” is, but neither would “All Berserker-Type classes only” isn’t diverse either. Having a Healer/Tank/Berserker-Type would be considered diverse, but I understand. Most people would find that troublesome to gather individual professions in order to complete Dungeons, but that’s the reason of this topic. To debate and discuss ways to allow all Types of professions involved in Dungeons, not a single profession.

profession = class (as in warrior, guardian, etc) not DPS, tank, healer.

Guild Wars 2 is a game that wanted to do something different than the classical trinity. If you wanted a tank, there would need to be some kind of reliable way of gaining aggro (most likely through skills). See anything like that? What about a healer that can heal you more than you can yourself? If you want a trinity then GW2 is not the game for you.

I go by Profession=Tank/Healer/build/traits. Class is Warrior/Guardian/Ranger. Anyways that’s besides the point.

Yes, I have realized that Guild Wars 2 may not be the game for me, even over a year of playing. I enjoy the concept of the game, running Dungeons, PvE world events for each map, everything in Guild Wars 2 was splendid. After so long, I wanted to see more challenges and that’s what Guild Wars 2 lacked from my point of view. I will continue to participate in Guild Wars 2 when time is available, but I am thinking of making a transition to Elder Scrolls: Online. Since the game should be similar to Skyrim, the game is Skill based, not gear. I enjoy the concept that earning gear in Skyrim that it increases your defense and enhances your Damage, but not enough to consider the game Gear-Based. It definitely focuses on your, for example, Two-Handed weapon skill and how far you have used that weapon in order to earn more perks to enhance your preferred weapon. Sure, you choose one weapon and your pretty much stuck with it, but that’s where I find the diversity in Skyrim. One person will choose to be a Caster-Class, others would be a Sword-Shield (definitely me) player, and you would have to gather a diverse group of people instead of just, “LFG. all heavies. all zerks.”

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Dungeons and Berserkers

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Posted by: DogCompany.1062

DogCompany.1062

Petition: give swords to necros!
And hammer to rangers.
BUNNY THUMPER!
We just need more variety in dungeons, skills and traits.
Oh right, I forgot. No dungeon team and no expansions planned.

Since you mentioned the Necromancer, and it is one of my favorite classes, I would definitely would like Necromancers to be given access to Greatswords along side its Light Class, Mesmer. In my opinion, the Greatsword would add more Curse/AoE Damage, if anything.

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Dungeons and Berserkers

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DogCompany.1062

If that’s the answer, would you like to see more challenges within Dungeons or leave them as is?

My point is : if you want the game to be challenging, keep the good and go forward : take the active gameplay that encourages skill (and zerker, for a good zerker is skilled because there is little room for error) and make more unforgiving bosses, bring even more action by randomizing their skills, reducing their CDs, create multiple way-outs (ways to act to mitigate damage) of OS skills to promote even more action. and give necros cleave

It all comes down to boss AI, again :’(

Excellent. Through this topic, it has exposed many solutions, such as, the reconfiguration of AI’s. I fully support the idea of AI’s, basically, need a buff in Dungeons or in the PvE world in general.

An additional question just came to mind and that is this; the basic melee attack from the AI, should that be pared with a players Auto-Attack speed?

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Dungeons and Berserkers

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DogCompany.1062

Simple answer: most enemies do so much damage it makes defensive stats mostly useless. It is a “kill them fast or get killed” situation. There is also a thing called “dodging” that exists in the game, where a timely dodge nullifies all damage that would otherwise kill you.

This pretty much answers the thread.

If that’s the answer, would you like to see more challenges within Dungeons or leave them as is?

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Dungeons and Berserkers

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DogCompany.1062

I’m sorry but having a dedicated healer or tank is in no way diverse. That’s in fact the opposite. That’s pigeon holing.

I’m not sure what “pigeon holing” is, but neither would “All Berserker-Type classes only” isn’t diverse either. Having a Healer/Tank/Berserker-Type would be considered diverse, but I understand. Most people would find that troublesome to gather individual professions in order to complete Dungeons, but that’s the reason of this topic. To debate and discuss ways to allow all Types of professions involved in Dungeons, not a single profession.

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Dungeons and Berserkers

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DogCompany.1062

The point I was trying to make is that it shouldn’t be easy, even for the most experienced players, to run a full glass party. Perhaps ‘impossible’ might be a bit too far on the other side of the spectrum, but it should never be easier to run with 5 zerkers than with 1 or more non zerkers in a party.

Well it not easier to run 5 full DPS compare to non full DPS party. At some point my guild had 2 new member and we did Arah with them. They were two friend using their WvW build in PvE. One was tanky and the other was an ’’healer’’. They simply tank Lupicus, while the rest of us DPS him. It was funny to watch as i can’t last that long against Lupicus attack. The fight was freaking long, but it was the easier Lupi run i had in a long time. In one pug, I had a guy that tank Alpha that didn’t dodge or die once. You can see Arah Cleric run with the guys disabling the dodge button. Its easier without zerker. Zerker can go seriously wrong if you do too many mistake or if you don’t have the skill to back it up. But Zerker is way faster and if you know what you are doing, it become easy enough.

I appreciate adding your experiences to the post and I can relate to your encounters with Lupicus. I enjoy fighting him very much. I would definitely like to see more combinations, such as your party, to where one Tank-Type would do his best to battle the damage of Lupicus, while the party would damage Lupicus while he is distracted. I for one would play the Tank-Type role, until players only asked for those who have the ability to Melee Lupicus. Around that time, people started selling Paths (Arah), in which I found that quite humorous. Regardless, I do appreciate your comments and would definitely like to see more parties, similar in your experience, out there in the PvE world.

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Dungeons and Berserkers

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DogCompany.1062

The problem comes that in regular dungeons its too easy to keep pretty much the optimal dps stuff and make it work.

+1 on this. It’s the fact that full zerker is too easy that makes every other setup so obsolete in comparison. I don’t mind it being the most efficient way to do things; but it just also needs to be the most punishing way to do things to compensate.

I should clarify. Its too easy. But its still easier to tank in clerics. And its only made easy because experienced players can make it work with utilities rather than being force to change to another weapon.

I appreciate your response on this subject. I agree that if Arena Net has the ability to make Dungeons more challenging, I would be on board with their changes. Such as the reason of this post, I would like to see a multitude of professions involved in Dungeons instead of one professions “to rule them all.” Again, I appreciate your comments.

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Dungeons and Berserkers

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DogCompany.1062

Based on your statement, Guild Wars 2 has created every class as a Hybrid-Type to where each and every character has it’s own support capabilities. Yet, with all the flexibilities of each class, only one profession has found to be useful regardless of the stats designed for several variations of professions that are not used by, I would assume, a large majority of players. Now, why do you think that is?

What?

Basically, Guild Wars 2 created classes to where they are flexible to any profession they want to choose from, Healer/Tank/Berserker/etc, but non-Berserker-Type Gear/Items have been shunned and are rarely used in the game. That’s what I’m saying, in short.

In short:

A. Zerker groups do use support.
B. More tanky specs are used extensively throughout the game.
C. Going back to the dark days of dedicated tanks and no damage heal spammers is not a good idea.
D. Complaining that a no damage facetank isn’t part of the speed run meta is a bit daft.

I appreciate your response, but it seems people are getting the wrong impression defining “support.” I would define “support” as non-combative assistance to combative classes. In Guild Wars 2, you can argue that, for example, Wall of Reflection, is used as both offense and defense because it does block projectiles and reflects the projectiles back, but regardless of the damage, I consider it indirect damage and a “support” utility. I also see that you have experience of this “Holy Trinity” that players have mentioned throughout this post and that your highly against the diverse profession gameplay, which his understandable. Personally, I would prefer such diverse participation in order to expose the full affect of each profession presented by Arena Net. I would find it unfortunate, with all the stats available, only a few are used. Furthermore, I am not a fan of PvP, nor WvW. I play them occasionally, but I prefer to be more involved in boss fights or roaming around the world and participating in random events. Lastly, would you prefer to continue the repetitions within Dungeons and avoid any enhancements within the PvE World?

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Dungeons and Berserkers

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DogCompany.1062

GW2 is “full zerk/scholar GG” which imho makes it boring and uninspired (it doesnt help that there’s 1 or 2 builds per class that are optimal and the rest is crap).

Maybe if they capped crit chance / crit damage and gave power diminishing returns the game would be better, so the best dps would be a mix of cavaliers / valk / zerker / zealot instead. But i guess i ask too much.

I appreciate your comment. I agree that “full zerk…” has made Dungeons “boring and uninspired.” I definitely feel the same and maybe, in the future, we can see a lot more competitive Dungeons. Another person posted that Dungeons were used for farming these days, which is understandable since a lot of players are familiar with each path. I, too, may be thinking beyond what Arena Net has played, but I do believe they have plenty of ideas on making Guild Wars 2 more competitive in the future. Again, appreciate your response to this post.

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Dungeons and Berserkers

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DogCompany.1062

Dungeons were designed to be medium-hard to complete ON release. Not 1+ years after.
You want harder content? Go do fractals at level 30+.

Dungeons are designed in such a way that NO MATTER HOW BAD YOU ARE you will still complete it if you keep trying. That means that a VERY GOOD GROUP will breeze right on through. Regardless of gear – but zerker will make it the fastest.

I am familiar with high level Fractals and my experience tells me that Fractals should be the standard of any Dungeon. In short, shouldn’t Arena Net consider creating, or reconfiguring, more difficult Dungeons in order to avoid such repetitions?

No. Because dungeons are for farming at the moment. Make them more difficult and the majority of players who run them will quit doing them.

In your opinion, would you prefer Dungeons be developed for competitive purposes in the future?

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Dungeons and Berserkers

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DogCompany.1062

the problem is that damage affect the mobs equally and scale with skills (power+ precision+ crit damage, condition damage+condition duration).

CC is very weak, due to defiant mechanics on bosses and very low duration’s on trash.
defensive traits have very little synergy and healing power scales poorly.

so you cant CC one mobs and focus the other.
you cant outheal mob damage even with full cleric.
all you can do is hit and dodge. who is the master of hit and dodge? yes, berzerker.

-it would be better if after implementing ferocity, they would double the base duration of all undamaging CC (cripple, immobilize, chill, stun)
introduce gear with condition duration as primary stat.

- make healing power affected by precision and crit just like damage.

- make all veteran mobs dodge occasionally and move out of AOE.
- make all veteran mobs use hard CC (knockdown, blowout etc) and soft CC ( cripple, immobilize, chill) and use more boons.
yes, that would make them annoying. but will make dungeons better.

I appreciate your comments and I would like to see more bosses in Guild Wars 2 become more challenging. As I mentioned regarding Lupicus, Arah Dungeon, become an excellent standard for other bosses within the Dungeons. Again, most appreciate your solutions in towards this subject.

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Dungeons and Berserkers

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DogCompany.1062

Why people find it boring is not really due to the gear/build sets, it’s more of the boss encounters and AI lacking variety in their movesets and behaviour.

I appreciate your comment and this comment definitely stands out. My question for you would be; would you appreciate/enjoy a randomization of the Champions/Bosses forms of attacks instead of a continuous cycle of repetitive movements?

To answer that yes, action games have a certain RNG to their attacks but also have some sort of AI to detect player position and which set of attacks to execute. If you notice sometimes in action games, bosses just walk, wait, and see what you do before executing an attack/defense.

That is not all that is lacking, bosses in gw2 are not only dumb, they have no movement. Example they don’t back step / side step, they don’t step-in (leap/rush attacks to close gaps or to get out of danger zones), there are not many aoe “screw off” attacks or defensive abilities. Distancing and zoning should be something a player needs to be aware of (besides max cleave range).

Also to compensate for the slow attacks on bosses, most of their hits need to be Launch/Stagger attacks – a common trait seen in action games. This could be the answer to player’s complaints about 1-shots; skilled players can stay within proper zone, less skilled have trouble staying in it and have more difficulty. Zoning may also potentially be an actual solution to their ranged problem in pve encounters depending on how they balance out skills – don’t count on this.

The reason people like lupi so much is because he is probably one of the few bosses that his move sets emulate an action game boss but without the AI (he’s like action game boss ‘light-version’). Games like these need to be intuitive, if a boss gets a buff – an icon below their HP bar is not an acceptable indicator (make your animation team work).

Also try CoF p3 boss full melee, he’s sort of fun-ish if not bugged to cancel out is invul stages(imo instead of invul he should just immediately stomp from point A to B – no one likes waiting). You will see a change on people’s fighting patterns in gw2 – it’s more reactive.

Most appreciate your comment and using CoF Path 3, final boss, is a great example. When coming into contact with the boss, he has the desire to attack almost everyone in the ring. I think that boss is definitely fun and restricts the “stack and DPS” method most people use in Dungeons. I would like to see some Dungeon bosses to be considered a standard for other bosses. Again, I appreciate your response.

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Dungeons and Berserkers

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DogCompany.1062

To make things actually enjoyable, ArenaNet should simply remove non-Berserker gear from the game. Then the only “progression” left to people is to get more skills (as in play skills, not game skills).

Then we’ll get this kind of conversations:

- “But I can’t do that boss
- “Well, try again until you get it”

- “But I play how I want”
- “You want to play bad?”

- “But I like healing people, I see I help them”
- “Actually you don’t because dungeon forum”

- “But I need to tank because the noobs need help”
- “They need to play better. The sooner they get good, the better.”

Then we’ll all be fine because people will know how to play, and GW2 will have become a better community \o/

I agree and appreciate your response. Berserker-Types have conquered all other stats of Gear/Items that people can simply ignore, Cleric’s/Shaman/Rabid/etc, all the other variations of stats in the game. With the amount of combinations you can make in the game regarding stats, they are all simply useless based on the Dungeons and the needlessness of other diverse professions.

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Dungeons and Berserkers

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DogCompany.1062

Based on your statement, Guild Wars 2 has created every class as a Hybrid-Type to where each and every character has it’s own support capabilities. Yet, with all the flexibilities of each class, only one profession has found to be useful regardless of the stats designed for several variations of professions that are not used by, I would assume, a large majority of players. Now, why do you think that is?

What?

Basically, Guild Wars 2 created classes to where they are flexible to any profession they want to choose from, Healer/Tank/Berserker/etc, but non-Berserker-Type Gear/Items have been shunned and are rarely used in the game. That’s what I’m saying, in short.

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Dungeons and Berserkers

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DogCompany.1062

People really don’t get it.

We tell them over

and over

and over

and over

and over

and over again

that support and control is viable and used in GW2. Yet every single time are ignored.

Well I’m sorry if you don’t consider might stacking, fury stacking, aegis, blind, protection, reflect, mob positioning, crowd controlling bosses and then shaving defiant stacks off for the next CC, immobilising/crippling/chilling bosses as support and control, but I’m afraid your concept, “healing” just isn’t a part of support in GW2. For control you also do not need to use mace/mace + hammer warriors with sigils of paralyzation, you just need to use the appropriate utility skills and weapon skills.

Not in fast clears they’re not.

Here you go:

Also:

Guardian uses stability for the p1/2 transition to prevent knockdown, phase2>3 transition gets reflect and aegis up so no stray projectiles can harm us, there’s might and fury stacking before the fight, and banners for extra support. How you can say there isn’t support here is beyond me.

Based on your statement, Guild Wars 2 has created every class as a Hybrid-Type to where each and every character has it’s own support capabilities. Yet, with all the flexibilities of each class, only one profession has found to be useful regardless of the stats designed for several variations of professions that are not used by, I would assume, a large majority of players. Now, why do you think that is?

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Dungeons and Berserkers

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DogCompany.1062

The game has no healer profession— every class is responsible for its own healing with the 6 ability.

The game has no tank profession— there are no aggro-drawing mechanics (except wearing toughness gear, which is unreliable at best) in this game.

There is no Trinity in GW2, and that is the stated goal of the designers. Tanks and Healers will never have a role in the game.

Instead of passive support from tanking and healing, the game has active support, from varied classes like guardians, mesmers, elementalists, and engineers— in fact, just about every class provides support in some fashion (except necro, which is why they’re not used in dungeons). This is absolutely critical to dungeon success.

Seriously, why is a trinity necessary? There’s already tons of diversity in roles from different classes. If you still want a trinity, go play another game.

I appreciate the response and you couldn’t have made the game more depressing after this comment. In short, this game is revolved around specific classes and do to the social normality of the game, Berserker-Type professions are simply required to join any party. I understand there are different types of professions out there, but in the end, it seems only one profession is required to perform almost 80% of the game function and events. Its unfortunate to encounter, I say again, linear gameplay. If the Trinity was applied to this game, I would assume that would be claimed as linear as well. In the end, having this Trinity attracts multiple types of professions instead of just a single profession mastering everything within the game. For example, Tank-Type professions will excel in WvW and Berserker-Type Professions in PvE. Lastly, I do not expect perfection in the game, but I would like to see some diversity within this game.

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Dungeons and Berserkers

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DogCompany.1062

Then how would we get past deadeyes? They do 50,000 damage kill shots. Lupicus deals 16,000 damage with swipes. Lupine blasts deal ~8,000 damage. There is absolutely no benefit to making dodges reduce damage, all it does is make dungeons get cleared slower since you have to compensate with defensive gear, and I much prefer being rewarded for skillful dodging rather than being gear gated.

Interesting comment. Say that the Dodge ability was nullified and Damage was still taken, for example, 60% of Damage was reduced as you perform a Dodge. Would that encourage more Healer-Type professions to come out to benefit parties such as those who participate, in the Dungeon, Arah?

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DogCompany.1062

To answer your question, yes, I participate in Dungeons and that’s the reason I brought this topic to fruition. Regarding the comment shown, I believe this is exactly why Dungeons need to be altered.

My question for you is; should Arena Net remove the ability, Dodge, from every class in order to require more Healer/Tank classes and establish parties of different professions instead of one profession to “rule them all?”

I don’t think so. I just think the community just needs to get used to the fact that this game doesn’t have tanks and healers.

What would be awesome is if they could divorce pvp from pve so that they could buff PvE healing power & toughness such that they would be actual useful stats to have in pve. Regen tic’ing for 250 instead of 130 is a joke when mobs are hitting for 10k+.

There still wouldn’t be tanks & healers, but people who wear clerics / soldiers could actually be more useful.

Personally, I prefer to give support to the parties I’m with, Guardian is my lead role and that’s how its been since the beginning. It’s also unfortunate that stats, Cleric/Soldier, doesn’t offer much do to Damage and are very unpopular.

Another question I have is this; would the Support-Type professions be utilized if the Dungeons recommended or required at least one in a party?

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DogCompany.1062

Removing dodge would cripple GW2’s intended style of combat.

Altering dodge to still cause damage, albeit a small amount, seems like a slap on the wrist of players who’ve learned a fight’s mechanics and know the attacks. Moreso considering that we all have endurance and a limited ability to dodge in succession.

I appreciate your comments regarding the Dodge ability.

So, would it be best if Dodge wasn’t a 100% Damage avoidance? Would it be alright, for example, Dodge would reduce 60% of Damage taken from opponents?

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DogCompany.1062

Anyway let’s not get rid of dodge, let’s not require healers and tanks. The loot system, for one, would keep people from running a healer and gameplay would not be even remotely varied in a trinity game.

I appreciate your response and would definitely like your input regarding the Dodge ability. I would most like to hear from you regarding this question.

What would your reaction be if, Dodge, only reduced the Damage taken from opponents instead of a 100% Damage avoidance?

I’ll respond with my earlier post:

Well, let me ask you this, if you dodge a punch, and it doesn’t hit you in real life, does it still hurt? (Do you feel 10% of that force?)

That’s how I feel on the matter. I see no reason why skill and good timing shouldn’t keep you safe.

I don’t see it as skill, but I do agree with you on good timing. Also, if we are speaking realistically, Dodging doesn’t nullify all Damage, unless you take into account a flesh wound, such as a knife, or a bullet grazing your skin. In the end, there is some trauma taken after such events. So my question for you still stands.

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DogCompany.1062

Anyway let’s not get rid of dodge, let’s not require healers and tanks. The loot system, for one, would keep people from running a healer and gameplay would not be even remotely varied in a trinity game.

I appreciate your response and would definitely like your input regarding the Dodge ability. I would most like to hear from you regarding this question.

What would your reaction be if, Dodge, only reduced the Damage taken from opponents instead of a 100% Damage avoidance?

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DogCompany.1062

When you focus combat around the push of one button to negate any incoming damage, you cannot really tease out nuances of gear. It doesn’t matter what stats a character has if he or she can dodge through the appropriate attacks and hit their own heal if needed. Thus doing the most amount of damage in the shortest amount of time is the preferred aim.

I’ve noticed a lot of people on this post and the ability, Dodge, was mentioned several times throughout this post. I asked a person regarding Dodge and that is this; would removing the ability, Dodge, force players to encourage or reconsider a party of Berserker-Type professions before entering a Dungeon? or,

Would it be acceptable to Dodge an opponents attack, but only take a, for example, 10% Damage from the opponents attack instead of 100% Damage avoidance?

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DogCompany.1062

Another point – you may have heard the term “the best defense is a good offense”. Well, if you’re killing mobs in 10 seconds, you don’t need to worry as much about defense as you would in a group that takes 30 seconds.

To answer your question, yes, I participate in Dungeons and that’s the reason I brought this topic to fruition. Regarding the comment shown, I believe this is exactly why Dungeons need to be altered.

My question for you is; should Arena Net remove the ability, Dodge, from every class in order to require more Healer/Tank classes and establish parties of different professions instead of one profession to “rule them all?”

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DogCompany.1062

Dungeons havent become simple,people have been playing them for over a year and know them inside out.Why should they bother with any other build than berserk ? They know what to expect,they know what to do,they know how the kill the bosses and complete the paths without being wiped.Why pick any other stat if you Know how to complete the dungeons without wiping ? If you can shave off 10m of your run,why hold back.

This is a common response from those who have posted recently on this subject. Two questions:

Would it be better for Arena Net to design more Berserker-Type classes? or,
Would it benefit Arena Net to design Dungeons where it will challenge more Berserker-Type play-styles?

Lastly, I support the idea that Champions/Bosses have a randomization of combat orders so that the Opponents are not easily predictable.

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

as mentioned, Guild Wars entire combat system was built around NOT having a tank healer dps… or what is known as the holy trinity. And in league of legends you need a a good jungler (Normally tanky dps), a good AD (Attack DMG) carry, and rest is whatever. You do not in anyway need a healer aka or support. Sonna is nice to have though only one team gets her. anyway now that we derailed this…. yeah totally different games.

This is what I consider unfortunate because there is no use, for example, Cleric’s Gear. Since it can maximize a professions Healing abilities, it is the most rejected stats in the Guild Wars 2 Community, do to lack of Damage. My question for you is; would it be better to remove such a Gear, such as Cleric’s, from the game?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

Dungeons were designed to be medium-hard to complete ON release. Not 1+ years after.
You want harder content? Go do fractals at level 30+.

Dungeons are designed in such a way that NO MATTER HOW BAD YOU ARE you will still complete it if you keep trying. That means that a VERY GOOD GROUP will breeze right on through. Regardless of gear – but zerker will make it the fastest.

I am familiar with high level Fractals and my experience tells me that Fractals should be the standard of any Dungeon. In short, shouldn’t Arena Net consider creating, or reconfiguring, more difficult Dungeons in order to avoid such repetitions?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

Why people find it boring is not really due to the gear/build sets, it’s more of the boss encounters and AI lacking variety in their movesets and behaviour.

I appreciate your comment and this comment definitely stands out. My question for you would be; would you appreciate/enjoy a randomization of the Champions/Bosses forms of attacks instead of a continuous cycle of repetitive movements?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

I don’t like running Zerker gear, but I want to finish the tediously long boss fights as fast as it’s possible.

This is the mind set that, I believe, ruins MMO games. Personally, it reduces the challenge and depletes the value of the Gear/Item. I understand most people do not want to spend hours in a Dungeon trying to figure out the puzzle in order to move on to the next stage, but I would have to argue that the simplicity of the Dungeons, through strict profession choices, may have a negative affect on the game itself.

To add on the subject, would it be better to remove Gear/Items that are not used by the Guild Wars 2 Community, since Berserker-Type classes are a “must have” in the current culture of the game?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

I can think of 3 solutions off the top of my head.
1) Increase the difficulty of dungeons to the point that full Zerker parties won’t work.
2) Add challenges that target specific skillsets
3) Make the dungeon rewards undesirable to farmers

I appreciate your input especially presenting a list of solutions. I would definitely agree with you towards reconfiguring Dungeons so that Berserker-Type builds would be more vulnerable to attacks, for example, change the damage output of the Champions within the Dungeons.

This also, adds an additional question: If they were to change the stats of, say, Tank-Type classes, and how they encounter Champions, would that negatively impact WvW?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

End result is that it is safer to go full on offensive, as a dead enemy do not spike. And the faster you kill it the less number of times you have to evade that spike.

This is the issue I am trying to expose to the Guild Wars Community and some may not realize it just yet. At this time, it requires less tactics to complete Dungeons, which is unfortunate. Don’t get me wrong. I do not want dungeons to take longer, but at the same time you are earning Gear/Items that is one level below from Ascended Gear/Items.

Would it make more sense if Dungeons required more tactics, or profession combination, in order to obtain such an item?

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Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

The roles of dps/tank/healer are old and boring, and done to death by other games. (Though we could always use more— condition could be improved, etc.)

I understand that this game doesn’t need Tanks/Healers and that was definitely a topic that concerned me the most. First, I enjoyed playing the role as Healer. I don’t mind having others do the majority of the Damage. Since that was my first build as a Guardian, it quickly grew outdated and unwanted as Guild Wars 2 became more populated. Therefore, I was forced to change to a different build and train myself in that new combat style that the majority of players prefer or else threaten dismal from the party.

So, in the end, has Guild Wars 2 become such a linear game, in which, players must continue to update their build, play-style, and meet a standard to enjoy the game?

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(edited by DogCompany.1062)

Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: DogCompany.1062

DogCompany.1062

Hello Guild Wars Community,

I’m sure everyone has noticed how simple Dungeons have become and the high demand for Damage (Berserker) Class characters. My issue regarding this topic is not the Dungeons, but the ability to complete a Dungeon within minutes with Berserk Class characters.

I have spoken with other fans of MMOs and League of Legends was mentioned. I am not a player of League of Legends and know nothing about the game, but what they described to me was that each party needed particular classes in order to complete Dungeons and obtain the reward. They informed me that it is recommended that a Healer, Tank, Damage, Range, etc, is necessary to complete any Dungeon. So, I thought to myself, “How come Guild Wars 2 doesn’t have something similar?” This is where the discussion of the topic begins.

I understand the flexibility of each class and the chosen profession. I understand that the creators of Guild Wars 2 did not have the desire to restrict players to one particular play-style. In the end, my question still stands. Why are the Dungeons so simple to the point where no defense is necessary to complete? Why is it that one profession, or one build, complete Dungeons almost effortlessly?

Since this is my first committed MMO, my goal here is not to criticize Guild Wars 2, I enjoy Guilds Wars 2 much so that if this topic can enlighten new ideas to the game that maybe players may not be restricted to the social norm, and that it may bring new experiences to current and upcoming Guild Wars 2 players.

As of 3.4.2014, my attention has been drawn to the choices of Gear/Items necessary to complete Dungeons. Today, Berserker-Type professions are popular within the game when clearing Dungeons. It’s also expected that the Community have responded that each profession have different forms of control or support methods, which is a great point, but, again, Berserker-Type stats/Gear/Items are still recommend by the majority of players based on this topic. Lastly, I would argue, is there a reason to continue maintaining non-offensive Gear/Items within Guild Wars 2 if the Community is mostly focused on ones own Damage output?

As of 3/5/2014, I ask of the Community to comment on the AI in Guild Wars 2. Would you prefer that bosses have a more randomization of there attacks? Giganticus Lupicus, for example, has definitely proved himself to be a formidable foe. From my experiences, he has consistent attacks but they react so quickly that its difficult to read which attack he’s going to use. For those who have similar experiences, Lupicus would use, say his Green Shelter, several times in a row and some would find that unpredictable. Lastly, let me know what the Community thinks if, Giganticus Lupicus, can be the standard for all boss fights.

Thank you for your attention, leave your comments, and I will do my best to respond to your comments as soon as possible.

Respectfully,

DogCompany

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(edited by DogCompany.1062)

Post Your Build Thread

in Necromancer

Posted by: DogCompany.1062

DogCompany.1062

Hi,

This Necromancer build revolves around Bleeds/Fear/Condition removal.

Overview:
Armor: Rabid(Dire)
Trinkets: Rabid(Dire)
Weapons: Rabid(Dire)

As of Tues. Feb 25, 2014, I have used this build in Dungeons, WvW, and PvE.

Feel free to view other portions of my build on the link provided. I appreciate any feed back regarding this build.

http://gw2skills.net/editor/?fQAQJArYjMad7xbub87JAJFXDd0DiDOZKFqnOA-jEDBINBkWAkqAIHqIasFMBp8Ja1XhVdDTlCRHbQ1GzEa1OEIA-w

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Post Your Build Thread

in Guardian

Posted by: DogCompany.1062

DogCompany.1062

Hey guys,

Im currently doing a simple tank/support/heal build which consists of:

0/0/30/30/10
-toughness
-cure a condition every 10 seconds
-add toughness with shield (+90 I think)
-boons you give to allies heals you.

-vitality/healing
-all symbols heal allies
-all symbols are larger
-cure a condition when using a shout/ symbols last longer

-virtues
-retaliation 25% percent increase

Note: The vitality/healing traits vary based on what you prefer to do.

Weapons:
-mace/shield
-staff

The utilites I use vary as well. I mostly use shouts and wall of reflection.

The armor I decided to wear is full cleric. U can use runes if you want to either add more boon duration or supply yourself to be more tanky. Just like many post:

Superior rune of the monk(x2)
Superior rune of water (x2)
Superior rune of dwayna(varies depends on what boon u prefer) (x2)

If you want to do more tanking, I decided to use sapphire orbs for the extra toughness/healing. So far, with every dodge roll I heal 1600hp per person and I can heal 300hp while using the number 2 skill on the mace. That is why the traits on vitality/healing could vary. The mace has a cooldown of 8 seconds and the symbol lasts 4 seconds. By applying the symbol last longer trait, your symbol lasts the full 8 seconds. So you can heal your party all day. On top of your boon durations, you can give your party more protection etc, as your healing them. In CoF I can heal a group of beserker warriors with ease. Its a pretty fun support build if you enjoy all the green numbers that pop up on your screen during a fight. I will admit that if you enjoy more damage this build isnt meant for you because the highest I hit max at 1700. Such a poop number right? But its all good because a lot of player want to do a lot of Dps and thereforw you shouldnt have a lot of issues finding a group because damage users need support sometimes especially fractals.

So yeah thats my stuff. Hope it opens some ideas for anyone wanting a support guardian.

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Grounding Turret Issues

in Bugs: Game, Forum, Website

Posted by: DogCompany.1062

DogCompany.1062

Hi,

I’ve noticed that as an Engineer, the DeployableTurret ability will only allow the Healing Turret and Rocket Turret to be ground targeted not the Rifle Turret or any of the other turrets.

Wondering if this issue applies to other Engineers.

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