Showing Posts For gwzog.6418:
Nethelli I think yours is a good point. Some have
basically suggested to me that I should just take
care of myself in dungeons – the “every man for himself”
mentality. But for me it is the team work and
inter-dependency that makes a group fun.
I can always do solo content. Treating dungeons like
a joint SOLO activity is not as fun (to me).
Helkaiser, thanks for the reply. I’m exaggerating a bit
on the time reductions but current values seem way too long to me.
Think about how many attacks can occur in 90 seconds of melee,
and I can give the group a block ONCE in that span of
time… Really? That probably represents <1% block.
I realize that if it is well placed it can be a big help, but
why make it so constrained. Imagine that it was on a 20 sec
CD, and imagine that I spammed it (if u can call it spamming
at that rate) – would that be extreme?
Re Healing – Yes, I accept that I am not the group healer -
well… at least not exclusively. But it seems to me that
the way GW2 works we are ALL the group healer. I expected
my heals to work better. Yes I could invest more in gear
that buffs heals but that seems pointless because toughness
would likely suffer.
Teleport to an ally and heal every 80 seconds – I do not
know how that can be considered a proper CD. It’s not even
a massive heal. In 80 seconds with a group of 5 people I can help 1
guy, 1 time, with this skill. Seriously 20 secs would not be
excessive imo. Maybe with a better CD you would not think that
skill is… as you say – garbage?
BTW: These CD issues really only feel like a problem to me
in Dungeons because they are so much more demanding than soloing,
(It is FINE that they are demanding) I just feel like my tools don’t scale
to the demand.
Maybe if CD’s were reduced by some percentage inside dungeons it
would help.
Assmodeus – I can last long in a battle too… just stay back and range stuff and watch others take the main damage. Not what I expected to do as a guard – but YEA, I can do that.
Is that fun? Thanks for your help.
But see Sentinel, what you are saying is that you rarely use some stuff, apparently because of the CD. So doesn’t that suggest that the skill needs a fix? Otherwise it is just
toolbar clutter.
With the trinity system there were clear expectations
of what contribution each member would bring and a
reliance on them doing it.
At first glance in GW2 you might think that you are
now more in control of your own success, but no…
In the end if the others in your group don’t contribute
something well enough then you will still die.
If the prior was a crutch then this is just a crutch of
another color. Personally I never view the reliance on
team members as a crutch – it is what makes grouping fun.
(edited by gwzog.6418)
Hey Sentinel, I appreciate what you are saying and I’m not trying to act as
a full tank or healer – but the CD’s on the abilities I mentioned seem silly.
Dead – wrong. You are not re-phrasing me you are re-writing a
version that you feel better about attacking. You should go back and read.
It is not a weapons issue – I am describing a general issue
which I have observed from more that just 1 toon btw. It just
happens of late I’m playing my guard.
If other players abilities are a crutch then why don’t you
SOLO the dungeons? You can’t – you need to rely on others,
and whatever abilities they have or use. I bet you can drive a screw
with a butter knife. I can, but it is not better than a real tool for the job.
I will give you this – I suppose it is easier for the devs to code to just have
random attacking mobs and less aggro management issues to think about.
Imagine a world where there are no doctors, or heart surgeons, or dentists,
or any specialized role. Instead everyone (including you) just gets basic
fist-aid abilities. Next you need a kidney transplant… so we all gather
around and somehow do that for you with a pocket knife and some rope.
LOL – Wahaha! I guess you would think that is nifty. Until you realized that you
were no better off for it. ;-)
Yes, I feel it too.
Could it be lack of good tools?
i.e: Every party member is supposed to be a Jack of all Trades (yet master of none).
Without the specialized roles of a tank and healer all the
dungeons just seem like the same chaos to me. Many people
just turn to kiting and ranged DPS. Even on my guard, which
you would think should be good in melee range, the approach
that keeps me alive the best is to run around and range stuff.
My heavy (green/gold mix) armor does not seem to be enough to
stay in melee range very long. As a heavy I expected to be better
there, but I don’t have the tools to last.
Many of my abilities seem to be on CD’s that are way too long
to be much help in a group…
Healing – My heals are weak compared to the dungeon damage.
I can do a so-so group heal every 40 seconds, but you can take
enough damage to die in 3-4 seconds.
Aegis – I can give you a block every 90 second! Is that a
joke? Should be like 10 seconds imho.
I can teleport to an ally with the lowest health and give a little heal
every 80 seconds. Another joke? The entire group can wipe several
times in 80 seconds and I can help 1 guy in that time frame. Should
be 8 secs, not 80.
Dodging – lol, after a couple dodges you are waiting to regen but
the mob is still coming after you. If we are to rely on dodging then
it needs to work better.
Overall, it seems like mediocre tools plus the lack of dedicated
healing and tanking make dungeon runs an exercise in silly running
around, rezing, runing, rezing, returning to waypoint, etc. Is that
the idea; we should have to rez someone a bunch of times and wipe
several times each run?
Everyone running around and ranging… that’s 80% of the trinity
replacement.
I can not see how things are more fun this way. At first it was
exciting because it was new content but the inability to manage battles
well is becoming old very fast.
In a dungeon what determines who gets the most mob aggro?
I read one post that said the toon with the highest armor and
toughness gets it. If this is the case then that explains why
as a warrior I am getting swarmed when I try to get into melee
range sine I have a lot invested in toughness.
My response to a need for survivability has been better armor
and more toughness, but maybe that is just bringing me more
trouble. (?)
I got a around 2 silver and 6k xp, ick! – glad to hear it is a bug and not someones idea of how it ought to be.
+1 for item #4
I was successfully doing melee before the dungeon “update”. Now it
seems near impossible in many situations.
I have been trying dungeons (cm) on my warrior. I have decent
yellow and some green gear on. I have focused on toughness
and crit rating.
Problem is I can not seem to play my warrior in a close
combat role in the dungeon environment. The best strategy
I have found is to play like a ranged class using a rifle.
But shouldn’t a warrior excel in melee?
If I get in melee range then I get swarmed by 9 guys and
I am dead in 1-2 seconds. Forget about dodge and evade.
It does not work. The 9 guys follow and I take damage so
fast that in literally 2 seconds I am dead. I can not see
any course of action I can take to allow me to survive as
a melee fighter (?)
So, is a warrior intended to be just a ranged fighter in
slightly better armor? Or are warriors/dungeons just
that broken right now? What am I missing?
1. GW2 – New game, exciting!!
2. Trading system is broken… Hope for fix.
3. Run around map and find tasks to do.
4. Tasks, tasks, tasks, level, level, level
5. Trading system fixed – Yea!
6. Tasks, tasks, tasks, level, level, level
7. More TASKS… getting a little bored.
8. Hear about Dungeons!
9. See public groups are forming all the time.
10. Try dungeon – Oh! This is real FUN!!! Good rewards and XP.
11. Three days later Dungeon “Update” occurs.
12. Goodbye Fun.
13. Dungeon portals desolate now; way fewer groups forming.
14. See typical PUG fail now and walk away even with above level toons.
15. Dungeons now described as “Worthless” by many.
16. Dungeon XP and rewards too low; difficulty too high for on-level group.
17. Consider returning to walk the map and do tasks but can’t see the fun.
18. Hope for a fix so that FUN can return.
19. Do something else… Check back periodically…
20. Repeat #19