Showing Posts For Tiger.7958:

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

Asks for choice > Wants to follow the trend

what.

I actually thought my suggestion was more based in the sandbox part of mmo gaming but everyone thinks I’m suggesting bring back the old stuff. I’m suggesting using the old stuff but allowing us to choose a mix or a role we want to play. Perhaps I didn’t explain it well. Every class gets the 4 trait trees and then the person can choose which role they want to fulfill. If you want to be a dps/healer you can.

Whether you realize it or not in GW2 you are still fulfilling a role. Most roles in Gw2 consist of dps or dps support.

In my suggestion you wouldn’t have to wait around for so and so to run a dungeon because you, yourself, can spec into any tree that suits you.

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

Tanking does pretty much nothing in this game because there’s no way to hold aggro and being designed to tank tends to mean you do almost no damage. So you’re not really protecting anyone while simultaneously not really helping the encounter end.

I actually support the trinity because at least it gives people concrete roles to fill. When there’s only one role to fill, people are going to find the one class that does it best.

I think the only problem with GW1’s roles were that there was only one good healer, while all the other classes were great at various things.

I agree. However, I’m not trying to turn this into a Trinity vs. No Trinity discussion. I would like to turn this into a Choice vs DPS Duo discussion.

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

There is already a choice. As you said yourself, you are a noob, and hence, may not see that certain build can be created to be more tanky, to be more group healer, or to be conditioner or a mix and match of that.

The great thing about GW2 is that, the player is not stereo-type into one part: healer, dps, tank. Anyone and everyone can do that, though certain class do better in some aspects than the others, which makes it good.

Play the game longer, play other class longer, get more experience with lots of build variety.

Players already have a choice.

Yes, I am noob haven’t been playing very long but I fail to see the choice. Just because I’m new doesn’t make my points any less valid. As I said tanks, at the moment, are fairly pointless when your dps needs to be a high enough to kill things fast. There is no “healer” in gw2 just a lot of little support heals that are fairly disproportionate to damage. What does that leave viable….. DPS. I wrote this in the hopes that people saw what I saw.The trend I have seen is kill things fast before they kill you. Where is the choice?

I play a warrior and I think it’s a problem when I get told Zerker or gtfo.

(edited by Tiger.7958)

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

We pretty much have that now – between traits, sigils, weapon choices, utility choice, gear and runes, I can go tanky (a bunker build) or high dps (glass cannon) or support.

Lots of different ways to play, explore the options available to you

I see your point but I still think effectiveness is based mainly off of pure dps. If you don’t bring the pain you may not kill the big boss. Tanky builds only do so much and are relatively ineffective in group settings as it stands right now.

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

As opposed to “tank, tank, tank and tank some more” while the other guy is like “heal, heal oh and more heal”? How is trinity adding more variety pray tell?

Your idea will result in certain classes being de facto tanks or healers. There will be no variety, you’ll always be expected to do that one thing. Bad idea.

Because it gives you choice, mate. You don’t have to tank tank tank but you can go into both healing and tanking and keep yourself healed while tanking. Or DPS tank or Group heal and tank. There are so many options from choice.

GW2 Mechanics for a noob point of view

in Suggestions

Posted by: Tiger.7958

Tiger.7958

Firstly, nice game. Some may not like the content out but the free patches have been fun for me and my partner. Leveling was a blast and quite easy. We’ve really been enjoying the game but I’m seeing a trend in things and it’s putting me off continuing to play.

The mechanics of this game, as advertised, are no trinity and play as you wish. The problem with that is you’ve made the general content revolve around mainly one thing, DPS. I feel this creates a problem in many aspects of the game. You’ve basically scrapped the trinity for the DPS duo (DPS and DPS support). You’re basically creating a bottleneck effect by pushing people to be high dps, or play the way you want but you won’t be as effective. This also hindering variety in boss fights. As of now the way I’ve seen boss fights go are thus: DPS boss, DPS thing healing boss or protecting boss/Adds, DPS boss, dodge big attack, stay alive, DPS boss. Rinse and repeat. This is not only repetitive but can be very boring after many fights.

My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree. So, each class can experience a different aspect of the game. If you need to be a certain role for a dungeon just pay 3 silver to be a great tank or you can be a jack of all trades and do a bit of everything well. It’s not a trinity per say but more of a role placement. This way you can truly play whichever way you want and still be effective. You’ve alienated people who like playing healers and tanks. This option gives everyone the best of both worlds.

The next problem I’ve identified with this game is the active defense system. The main problem with this system is one thing, LAG. No matter how fast your reflexes are no matter how good you are at reading skills if you lag all your skills count for nothing. For example, you’re fighting a boss with a one shot skill. If you lag for half a second during that skill your dead, no matter how skilled you are. The saving grace I can think of is if you happened to pop an invuln skill before the attack. How fun is that?!

My suggestion for this would be go back to a passive system but enable the choice to choose our defense through gear. That way you’re allowing us to be more tanky but we have to sacrifice something to obtain it. That way if we’re fighting a boss with a one shot skill and we lag we have a chance of survival, because right now we don’t(outside of that one I mentioned).

These mechanics also translate to the pvp aspect of the game. Damage is good above most else. I, myself, play a Hammer and Longbow and I do fairly well with my build but high dps classes still kill me before I can outlast them. The other problem with an active defense system is you’ve created a race that is really short in stature and is hard to read when using skills. Thus putting other races at a disadvantage.

You’re creating a dynamic that is boring and very one sided, in my opinion. I would like more choice. I may get hammered and flamed for this post but it’s my honest opinion that this is a great game and it could be amazing with some tweaks.

Cheers