Showing Posts For Dolgar.7860:

Guild Wars 2 PVE Thoughts/Discussion

in Guild Wars 2 Discussion

Posted by: Dolgar.7860

Dolgar.7860

As someone coming back into the game after a long hiatus leveling is a lot rougher without other people around.

One thing that angers me is that XP rewards from clearing mobs isn’t great at all yet they reward me with 1 hour XP boosters for tackling mobs. I am leveling far faster just pushing the limits of the main questline until I hit the brick wall where aggro is too high for being a low level player and I simply can’t reach the next waypoint until I grind me way back to tolerable aggro levels.

The XP booster should be 100% and not 50%.

Once you move beyond the starting zones the way you can progress to new karma objectives isn’t as smooth of an experience and it makes it kind of more boring than when there used to be so many people around.

That’s not a big deal but it’s something to consider if they are concerned about new player retention. Other players being around helps and if there was more incentives for older players to be reusing old content it would be a big plus.

Boss Fights, No healing class, is there any point to this?

in Suggestions

Posted by: Dolgar.7860

Dolgar.7860

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.

You correctly cut right into the issue of the tools we have not being tailored for the content we have to play against.

Your point about dodging has 3 very different issues but your suggestion only addresses one of them.
The potential to fall off isn’t the only danger. Another is blowing your dodge meter because of terrain getting in the way like the basement of CM.
In fighting games you had a parry mechanic where if your timing was right you could completely prevent any form of damage.
If we had the same thing but it was limited by a concentration meter it would help a lot in the situations we needed to stand still.
Aggroing other mobs is a nuisance even when you are in a team. There simply isn’t a way of staying out of the way of the Ember spawns in that room with the fire demon in Metrica Province or the Worms in Blazeridge Steppes. These type of boss fights make dodging or parrying impractical.
Since it is manageable simply by dividing players up into trash detail and full time DPS on the boss/champion I only see this as a minor problem that doesn’t need to be fixed.

As for conditions there are other ways ArenaNet could tackle this while still promoting team coordination.

After a player purges a debuff they create an AOE bubble temporarily that can be comboed into by another or themselves if they are fast enough and the combo attack will apply a silence effect that locks out the specific debuff they purged for several seconds.

Yes, we were all healers and tanks, but not the way you’d think. That guardian light field and a cluster bomb, and suddenly we all have retaliation = 3s of tanking. A water field + death blossom, and suddenly that thief is a healer as well as dps.

While the rest of your post was very good I didn’t want anyone reading this part and assuming it is true. Reflection gives you tanking power but with retaliation you still take the damage that is sent back to the mob.