Showing Posts Upvoted By Brutal Arts.6307:

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

It appears to me that developers respond to the lowest common denominator having the loudest voice. Stealth is not a new idea; it’s a borrowed idea.

Developers are like normal people. They fall into patterns and tend to not question how things work or why they work a certain way. Ideas are simply borrowed from the people who invented them.

Triple A game design in a nutshell.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Kiran.2705

Kiran.2705

Stealth was already nerfed. This was due to an unbalanced “perma-stealth” Thief troll build. Now with that said, let’s breakdown your complaints one by one:

• Time to analyze your enemy
This is done before a Thief or Mes goes into stealth. If the target is squishy, you attack. If it’s a Guardian, you run away. Simple.

• Cooldown reduction
This was the nerf. No more perma-stealth trolling.

• Movement closing
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.

• First strike advantage
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.

• Untargetability
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.

• Scouting undetected
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.

Summary – Stealth is a part of the game. If you’re unable to come up with effective strategies to counter it, it doesn’t mean it’s unbalanced or broken. It means you need to get better. There are many ways to counter a Thief or Mes, but being that I play both, I won’t discuss them (for fear of people learning how to kill me).

Only you fail to note how “the purpose of stealth” is bad to begin with. Stealth offers too many advantages while not giving an appropriate balance of disadvantages. “The purpose of stealth” has nothing to do with it. The purpose is wrong to begin with. It’s designed to be ezmode for the stealther. All I learned from your post was that you like easy kills, you have no interest in balance(for fear of people learning how to kill you), and you have no idea what you’re talking about.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Calae.1738

Calae.1738

It appears to me that developers respond to the lowest common denominator having the loudest voice. Stealth is not a new idea; it’s a borrowed idea.

Developers are like normal people. They fall into patterns and tend to not question how things work or why they work a certain way. Ideas are simply borrowed from the people who invented them.

I agree that stealth doesn’t provide skill based game play. However; keep in mind the audience that you’re trying to convey this discussion to. They generally don’t like to think.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Robsbot.4105

Robsbot.4105

Overall, the Thief needs to be looked at in Guild Wars 2. The style of play it brings to the table reduces complex decision making for the thief and to counter stealth as their class mechanic leads it to the best burst in the game while simultaneously making them almost unkillable at the press of a button. As it stands now, Thieves don’t get kills through skill, it’s simply mechanics that allow them to pick up kills. Players play PVP because they don’t want to play simply against mechanics. PVPers want skill to be the defining characteristic of their fights. Bring depth and skill to the class and to people reacting to the class. Of course, changing the stealth durations will require more balancing with class survivability, damage, and traits. As I have outlined, the class reduces complex decisions for all players involved and that simply is not good game design. Please go back to the drawing board and take another look at the Thief class.

If you read this far, thank you! You’re a trooper. I know it was lengthy but game balance is very complex and understanding the fundamentals is important. Thanks so much for your time and I hope you learned something.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Robsbot.4105

Robsbot.4105

Movement and positioning can often be the key between winning and losing a battle in most game types be it PVP, PVE, what have you. When you stealth the enemy has no idea what direction you’re moving in but you can still see theirs. This creates a huge disparity in what the non-stealthed player can do to mitigate what you can do. This highly favors mechanics instead of skilled gameplay. At best, they can see you off in the distance, watch you stealth, and move away from you preventing you from gaining much distance on them. At worst, during a melee combat the stealth character gets a huge advantage to peel from combat if they are losing since they can just move in the opposite direction the enemy is or makes it so they can stick to a fleeing target with no hope of the fleeing target landing CC because the stealth character can’t be targeted. It also could allow a stealth character to stealth out of view of a player and close the gap between you two without the player being able to do anything to mitigate this gap closing. Again, being unable to mitigate this means the mechanic not only requires less skill to use but promotes less skilled gameplay from opponents as well.

First strike advantage is absolutely gigantic in any game. Entire classes and spells are built around mitigating first strike advantage for the simple reason that classes like thieves and rogues exist. The element of surprise gives even the most skilled opponents a couple seconds of disparity which can be devastating. If the stealth class has any CC this becomes even worse. The stealth character can strike, CC, and strike a few times more before the enemy gets any chance to do anything reasonable. If the stealth is short this is generally negligible as the opponent can predict when you will come out of stealth more accurately and take appropriate measures to counter your opening. However, it does still provide a fairly solid benefit even with short stealths. Being able to press a button and gain the first strike advantage also mitigates skilled usage however it does allow for the defending player to make skill based decisions which could then take adapting to. I’ll discuss this a bit more later.

Untargetability is obviously a gigantic advantage. This is what allows stealth characters to have the first strike advantage, gives them the ability to avoid CC, and allows them to escape things other classes are simply incapable of. Couple this with the ability to avoid being seen and it makes even untargeted AOE spells incredibly hard to land. Without the invisibility part untargetability is still strong but it can be mitigated by AOE CC and AOE damage. Untargetability itself allows for very skilled play with short durations to interrupt spiking combos, dodge or anticipate important CC from enemies, and mitigate ambush burst on squisher characters. With long durations and invisibility it basically provides invulnerability for the entire duration of the stealth and again, reduces the impact on skilled decisions and instead emphasizes mechanics.

Scouting undetected can be gigantic in certain games. Games like EVE online have entire squads dedicated to reconnaissance because in war, knowledge is power. In MOBAs stealth generally gives a huge advantage to scouting as well as knowing enemy movement can make the difference between lost assets or a defended push. The lower the sight lines, game importance on knowing enemy movements or compositions, and size of the combat maps can make or break undetected scouting as a mechanic. At short durations of stealth, undetected scouting becomes almost impossible. From a game design perspective at the inception of the game developers need to analyze what emphasis they want to put on scouting. Measures like EVE online’s inability to target enemy players for several seconds after stealth or stealth ships’ inability to do substantial damage can put heavy emphasis on balanced scouting and supporting without impacting balance in combat situations. This is one of the few instances permastealth can be easily balanced.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: Robsbot.4105

Robsbot.4105

Stealth is a relatively new addition to gaming. It seems like every MMO from Shooters, Space games, RPGs, MMOs, and MOBAs all have to have stealth these days. In this post I’m going to analyze why stealth is an inherently unbalanced mechanic and why should generally be avoided in games in the future unless there is a specific purpose for it instead of being bolted onto any genre and trying to balance it afterwards.

First off, let’s visit stealth as a mechanic. We’ve all seen it. You enter stealth becoming invisible for a time and then reappear under set conditions be it time, action, or something else. However, stealth gives a TON of benefits, both tangible and intangible that need to be considered during balance. The longer the stealth is, the larger most of these benefits become and often the more uncounterable the benefits become. This uncounterability of players while in stealths lends itself to use of mechanics instead of skilled decision based gameplay. So let’s analyze these pieces one by one:

• Time to analyze your enemy
• Cooldown reduction
• Movement closing
• First strike advantage
• Untargetability
• Scouting undetected

When a PVP battle starts several things happen in a very short span of time. What a player does the first few seconds of combat can determine how good they are as a player. Let’s say you see your enemy off in the distance. You now have a few seconds to determine their class, look at their armor and weapons, analyze their buffs, and from there try to determine how their character is built and if you could handle their build in your current build. This can make or break a good player. Engaging an opponent when they are built to counter your build is suicide, but if you guess wrong at their build they can send you a haymaker in combat that you weren’t expecting and force you to adapt.

The challenge and fun of PVP begins at first contact. The less information that is outright given to you but clearly displayed on the enemy the better, but that’s a topic for another time. Stealth breaks the initial period of analyzing, theorizing, and preparing for the coming battle. One party gets to analyze the other often for large amounts of time while the other can have no idea of the existence of the other. The stealth character gets the ability to almost perfectly select targets they know they can kill. It skews the initial planning phase of the battle drastically in the stealth characters favor with no more than the push of a button. This removes a huge skill aspect of PVP and greatly favors mechanics over skill-based gameplay.

Along the same lines, during combat you often have to adapt to enemy tactics and strategies. Giving yourself a big time out during combat is a gigantic advantage. However, with stealth, this also applies to your enemy. This can be a wash in instances where there’s not a mechanical advantage to having a slight breather. However, in games where a stealth class has lots of front loaded damage this is a dramatic advantage. Not only do you get to take a breather and plan your next move but you also get to sit out all your cool downs and apply more front loaded damage again. It essentially removes the detriment of burst damage which is generally high cool downs.

The longer stealth is the more it lessens the number of decisions opponent can make for how to deal with it as well. So if the enemy has no important decisions to make while the character who is stealthing does, this creates an even greater informational advantage. I’ll say this multiple times, but again this points to a mechanical advantage instead of skilled gameplay.

What's up with the trickshot nerf?

in Thief

Posted by: Irapi.5937

Irapi.5937

Shortbow was perfectly balanced as it was, and now we are getting nerfed for what? Trickshot is completely useless, the projectile is too slow and it doesn’t even require a dodge to evade it, sidestepping does the trick.

What is the reasoning behind this nerf? I have played thief for a long time, and I have yet to hear a single complaint about SB. Mug nerf is fine by me, change on flanking strike is awesome, but really, couldn’t we just get a damage nerf (which is also not needed I think, but ok), or make it hit one less target? Because now we are hitting nothing. At least increase the projectile speed then.

Pringled | 80 Thief | GH | Aurora Glade

Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Fiontar.4695

Fiontar.4695

It seems pretty obvious that anet has its own idea of how this game has to be played. Since I don’t like this decision, I’ll just let it go. I did the same with personal story and jumping puzzles. As soon as I can find a better game, I’ll be gone in a heartbeat.

The one comment I will make is that in a game that is supposed to support “play the way you enjoy to play”, the few stubborn hold outs of old school thinking are just all the more mindless. The game is actually more “play the way you want to play, unless we decide that some content has to be played our way, in which case we will do everything in our power to ensure you play it exactly as intended, because you really shouldn’t be able to play your way all the time, or our game will be seen as easy mode and our egos as game designers will suffer and designers from other companies will make fun of us, which will make us sad, even though those other developers would die to have a game as successful as ours”.

I actually think that should be the official mission statement moving forward…

SOTG (needed a longer title)

in Elementalist

Posted by: Chaosky.5276

Chaosky.5276

third time since I started playing that no new builds have become viable

so

http://www.youtube.com/watch?v=BJEvhi2OlEY

Why is there no GvG in "Guildwars"?

in PvP

Posted by: Apolo.5942

Apolo.5942

Because this game is massive letdown from GW1 in every single aspect except pve?

The term Exploit means nothing in GW2 –
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015

Why is there no GvG in "Guildwars"?

in PvP

Posted by: Follidus.8027

Follidus.8027

Why is there no arenas in a game made by ARENAnet?

Cause I ain’t perfect, I never said I was.
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends

Why is there no GvG in "Guildwars"?

in PvP

Posted by: Spartan.6123

Spartan.6123

With a title such as Guildwars, it would seem obvious to include battles between guilds. I’ve yet to understand why one of the most popular game modes in GW was cut from the second game. I have heard that there would be issues with the current combat system working for a GvG type match. That does not however imply that game content should be excluded, rather, it implies that there is a flaw in the battle system itself. I believe that GvG could be possible so long as the format of the battle was altered, as well as addition of skills for both weapon and utility slots to allow for more variety in combat.
In the first Guildwars, there was the flag capturing objective which was generally located in the center of the main battlefield which was used to increase the moral of a team. However, one objective would not be practical in Guildwars 2 because that would result in one large brawl at the center of the map and would likely be the determining factor for the match, unless perhaps it was a close fight between the two opposing teams. Instead there should be a blend of objectives. The ones that are present in the pvp arenas as of now are great examples: a flag stand (from the original Guildwars), capturable points, slaying certain NPC’s, the presence of a guild lord, and so on. These could be blended into a single game type on a fairly large arena, preferably set in Guild Halls (another part of the original Guildwars that should have been passed down to the second game), which would allow for more strategy within the game type.
I’ll now briefly touch on the battle system that is present in Guildwars 2 which is, more than anything else, responsible for GvG’s incompatibility with GW2. From what I can tell, the complication comes from two parts of the battle system: the lack of a support class and the lack of diversity that comes from the pre-set weapon skills and small amount of utility skills given to each class.
I believe that each problem has the same solution; by simply adding a wider variety of both attack and support skills for each class and allowing players to construct “builds” in addition to the current ability to alter their traits, the problem of support classes and diversity could be solved. It is understood that Arena Net chose to make Guildwars 2 the way they had so that it would be a more playable game for everyone, however this only allows limited diversity between characters and makes it more difficult to separate a good player from a more exceptional one. Providing more freedom to the classes and how their skills are set could only benefit the community of Guildwars. As of now, the only way to truly support an ally is to either attack those who are attacking them, or to cast an area of effect skill in their vicinity, such as a shout or a field spell. There are very few skills that can be directly cast on an ally to aid them in a fight. This is a problem in competitive play, and really doesn’t allow teammates to work optimally with one another which takes away from the overall pvp experience.
Currently there is a not a particularly broad choice of player vs. player game types, and there are now even fewer due to the removal of Paid Tournaments. The addition of Guild vs. Guild would be an update that has been much awaited for, and appreciated by a vast majority of pvp regulars. The only way for GvG to be a conceivable player vs. player game type is to create both a setting and battle system that allows for greater strategic planning than is currently available in GW2. Guild vs. Guild was never simply a fight between two guilds; it was a battle of skill, and even more strategy, which ultimately was the reason for its success as a competitive game type, and is more than an adequate reason for reapplying it to Guildwars 2.

Retribution update better be worth it

in Flame and Frost

Posted by: Shiren.9532

Shiren.9532

THe last three updates have been horrible 10 minute content, supposedly being “teaser” content leading up to the finale.

If this update doesn’t deliver then my faith is lost in this game and company

Faith is for the catholic church, not a company/game. Companies want your money and you vote with your wallet. Faith, they don’t care about.

faith
/f?TH/
Noun
Complete trust or confidence in someone or something.

A company that wants you to keep playing their game (active populations are healthy for MMOs regardless of their business model) and continue to spend money in their store (that’s how they make bank) probably cares a great deal about your trust and confidence in them as developers to deliver content you want to play.

MMOs are a time investment as well as a financial one. If players aren’t getting the experience they desire (and they don’t see a trend in the updates and added content which shows content they desire is coming any time soon) it’s quite easy to give up on the game, and ArenaNet doesn’t want that. If I can get a more rewarding experience for my time from another game (or hobby) it makes little sense to stick around.

Personally I’ve enjoyed Flame and Frost so far. I’m completely on board with the view that the content took way too long to pick up speed and the first two months of “content” were barely worth playing, I’m glad we are getting a dungeon to finish it off. Hopefully an expansion or more frequent and meatier content updates on the horizon for the next six months, tiny bits of content like this one every four months probably isn’t enough to keep many people interested in an MMO long term, especially when so much content is temporary.

Retribution update better be worth it

in Flame and Frost

Posted by: Dr Ritter.1327

Dr Ritter.1327

THe last three updates have been horrible 10 minute content, supposedly being “teaser” content leading up to the finale.

If this update doesn’t deliver then my faith is lost in this game and company

The Paragon
[KICK] You’re out of the Guild
#beastgate

Warriors go down so easy...

in Warrior

Posted by: Recently.1043

Recently.1043

My shouts warrior

I do not need to stick with the zerg, yet I also don’t expect to single hand groups. On the other hands, I can easily escape from groups not so big 5~7 and while in the zerg I normally can escape.

No offense but whats the point of linking some wvw stuff? That’s another step down in terms of skill compared to hot join spvp.

Call me when this game gets fixed…. if it ever does….

Warriors go down so easy...

in Warrior

Posted by: Dolan.3071

Dolan.3071

WvW = the greater number wins and is so imbalanced you can’t survive outside a zerg as anything other than a thief/mes/bunker Ele. Basing your warrior opinion off WvW is invalid as its biggest weakness – lack of healing and survivability – is made up for by the fact that you’re in an ENORMOUS group of people.

And as Albundy said, being an immobilise machine for your group/zerg is just the lowest style of play. Warriors that call themselves valuable because they lock down people for their team. Get people in 1v1 and let’s see how valuable it really is.

Uriel Asther ~ Warrior | Kaya Lereau ~ Elementalist | Natalie Fox ~ Thief
Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]

Molten Weapon Facility

in Fractals, Dungeons & Raids

Posted by: Fiontar.4695

Fiontar.4695

I hope the other things you’ve been working on aren’t more “fun” improvements to dungeons and world PvE mobs. So far, you’ve proven the existence of “anti-fun” as a real property and your pursuit of it has been disconcerting! (It’s probably not a good sign to have some fans breath a sigh of relief to learn that the new dungeon was not created by the Dungeon Team…) ;P

What someone defines as fun is often different from what another person calls fun. I’m sorry our dungeon work has not appealed to you and others, but there is an audience for what we do. My hope is that in the future, we can build something that appeals to you and other folks currently not on board with our dungeon content, while still staying true to the people who have enjoyed our content thus far. Bridging that gap is not an easy process, but I am confident that such things are not impossible feats

The problem is that you took the lowest level dungeon and made it a nightmare for people new to dungeons. Supposedly this was to make dungeons “more fun”, but it had the opposite effect for many. Do some people find higher difficulty dungeons fun? Of course they do, but that’s why most game developers add an expert mode to their dungeons, rather than forcing the heightened difficulty on everyone.

We also heard how steps were being taken to make world encounters “more fun”. Well, the changes to the Krait vets and champs is not fun, at all. It has actually created the sad situation were people are just completely bypassing events where these new mechanics are evident.

The thing I find most odd about the strategy on dungeon development in this game is that the game completely lends itself to scalable difficulty levels for dungeons. The mechanisms for all sorts of scaling are in place. It makes the decision to redesign dungeons to be even tougher by default, rather than adding Expert Mode, even more perplexing.

To be honest, even difficulty levels for dungeons doesn’t take the obvious potential of the game far enough. Due to the way loot is distributed in the game, with each character having their own loot rolls, rather than sharing a group loot pool, there really isn’t any reason why Dungeons shouldn’t be designed to scale for smaller groups than five people. In other games, someone able to solo or duo a dungeon meant for five people would allow that person or duo to walk away with a dis-ordinate amount of loot. In GW2, that isn’t an issue. (This makes tuning of dungeons to prevent solo/duo action, at any cost, very confusing, since these people aren’t able to earn more loot than they would doing the dungeon with a group and will almost certainly spend a lot more time completing said dungeon than they would have in a competent group).

To sum up, a. please stop working on making world encounters “more fun”, if the Krait changes are an example of what you have in mind and b. it would be better to see you guys spend time on broadening the appeal of dungeons by allowing difficulty tiers and scaling for less than 5 people, rather than obsessing over finding ways to prevent people from finding ways to enjoy dungeons that you didn’t intend, but are otherwise harmless.

Quality of Life Improvements - Please devs!

in PvP

Posted by: Julius.1094

Julius.1094

There are a lot of simple things that would make actually playing the game more fun/pleasant/less annoying/less guess based. What would you like to see?

Here is my list, with the first 3 being most important (added great suggestions from thread responses to the list):

1- Make the left mouse button target on click and the right mouse button ONLY rotate the camera on click and not target. If I lose my target one more time when trying to rotate my camera because it was over some random pet I will throw my mouse at a dev.

2- The game needs an internal CD display of some sort for on proc traits and sigil/rune effects, desperately, it would increase the skill cap in a good way by allowing you to actually see what and when it’s coming off it so you can time your own actions appropriately, as opposed to guessing and hoping for the best which is about as good of an approach to competitive gaming as it is to medication.

3- Get rid of the confirmation screen when salvaging pvp items so you can spam salvage after clicking on the salvage kit once like in pve. Please. For god sakes. It’s a skin, and I have hundreds of them, I’m sure i want to salvage it. Tag this under carpel tunnel prevention.

4- Rather than vendors and manual assignment, in spvp runes and sigils should be selected from a pvp only interface where they are coherently organized and can be set up on the go with minimal clicking.

6- The little pop up screen that tells you your pvp match is ready and asks if you want to join needs to chill the kitten out. If i say “wait” it should go away until 30 sec before the match starts not pop back up every kittening few seconds.

7- Go through all on proc based traits, runes, sigils and abilities and please include the internal CD on the tooltip for the ones that don’t have it. Thanks, appreciate it.

8- I know you like your little guy standing on the podium but can you just allow us to queue for tourneys from the pvp menu so we can do it from pve/anywhere in the mists?

9- Option to bind keys on a per character basis.

10- Option to disable skill queue (or at least lower the range).

11- Enable auto target on cast to be set on a per skill basis (sort of like auto cast is now) as opposed to all or none, so players can set movement skills to not auto target when used for mobility while still having the auto target option for other skills.

12- Regular bank access in mists.

13- Pvp vendor also sells invisible bags for a high glory cost.

14- Build templates for easy swapping.

15- Ability to move trait points in pvp without having to reset the whole tree (+5 and -5 buttons?)

17- Create some way for players to store multiple stack of dusts and orbs in the pvp locker due to the high numbers of those materials players end up with.

18- Make “interact” stomp only and tie rezing to a keybind so they are separated. Not being able to choose whether you want to rez or stomp when a downed enemy and team player are next to each other is just really… bad.

19- Toggle option to make the UI click through.

20- Tool to resize and move around individual elements of the UI.

21- Resonable penalty/reporting capability for Akitten and offline players in tourneys

22- Make a crossed swords icon pop up over teammates in the minimap when they engage in a fight, make the icon flash when the teammate is low.

23- Toggle option for canceling targeting on ground click.

24- Stop ‘When enemy is at x% HP, y happens’ traits from activating on downed players and inanimate objects (great suggestion by Harrier.9380)

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Berserker > everything else

in Guild Wars 2 Discussion

Posted by: ArchonWing.9480

ArchonWing.9480

Because the game’s idea of challenge is to kill you in one hit, and thus the grand majority of actually threatening enemies renders defensive stats completely worthless. Healing power scales poorly and but power/precision/crit damage scale off each other. Do the math.

Also, thanks to the 25 stack condition cap, power builds have an inherent advantage, not to mention condition builds suck against objects.

Then again, one could ask why people even bother with some classes, and that would be because this is a game.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

(edited by ArchonWing.9480)

Berserker > everything else

in Guild Wars 2 Discussion

Posted by: tom.7468

tom.7468

Also every dungeon can be completed by teams of only berserker + on a lot of weapons most of you’re dps come from auto attack.

How are you suppose to get 150 audio logs?

in Flame and Frost

Posted by: Darlgon.9273

Darlgon.9273

It’s true that other monthly achievements were set lower, but we made this higher specifically because there are a finite number of these, they do not move, and they respawn quickly.

While I agree with most of your post, on this, we disagree. If you can only pick up the salvage item ONCE PER ACCOUNT PER DAY, it really does not matter if it spawns every 30 seconds. For all practical purposes, the periscopes spawn ONCE per day per location.

Charrdian, Ashura Mesmer, Norn Ranger, Sylvari Elementalist and Human Magic Engineer

It's not the lack of a trinity

in Guild Wars 2 Discussion

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Furthermore, profession design is sketchy at best. In terms of professions that work properly within the design philosophy of trinity-free gameplay, we have the Elementalist, the Necromancer, the Ranger, and possibly the Guardian. Now, this is operating under the assumption that the design philosophy for the game is to adapt one’s playstyle on the fly to cover for your party’s weakspots, so that you play multiple roles in any one build. The Elementalist naturally performs this admirably. Attunement swaps allow him to output significant control, healing, boons, and damage within the same build. Rangers bring some of the best party healing in the game in the form of healing spring, while bringing significant cc through the use of their pet. The problem is that, because of borked pet design, the Ranger’s place in dungeon groups is sketchy at best.

Now why do I say that other professions are not performing within the game’s systems? Simply put, their support options are either too passive or mindless or sub-optimal. Let’s use the Warrior as an example, given that it is the main source of the disease in PvE. More specifically, let’s attempt to perform a popular “non-trinity” warrior with Berserker’s gear, 100b, and shouts. This is a mindless dps build that performs almost entirely passive party support. They press a few shout buttons in a fire and forget support that takes no thought other than basic positioning. They don’t even need to stop dps’ing to do so.

Adaptive and active support options, outside of those held by Elementalists and a few other professions, are simply lacking. Shouts are not interesting, adaptive, or even consciously applied forms of support. Banners, on the other hand, very much can be, as they take into account positioning, micromanagement of banner positions relative to the party, the support skills available to each banner, etc. Unfortunately, Banners do not tend to perform highly, even with recent buffs. It is not necessary, or even optimal, for Warriors to spec support and take Banners in dungeons. It’s entirely possible, and most definitely would be a fun playstyle if the process of picking up items wasn’t such a ridiculously clunky one, but it isn’t an optimal style of play because of poor balance and poor dungeon design.

And then we have combo fields – a feature of play that should work beautifully with the game’s design philosophy, but, unfortunately, tend to be too minor to encourage teamwork. Don’t get me wrong – the Thief spamming Cluster Bomb inside of a water field is doing a LOT for his team’s survivability, but outside of Fire, Water, and Chaos fields, they tend to be lacking as a whole. I often find myself wondering what the point of that poison field is or why I would want to blast finish the smoke field, only for the AoE stealth I applied to be quickly cancelled by everyone involved, resulting in a Revealed debuff for everyone. The problem with Combo Fields is that they are not balanced against each other by any means, on top of most Combo Fields being horribly redundant.

(TL,DR)
I’m probably rambling by this point. What I mean to say is that the lack of a holy trinity has nothing to do with the lack of coordination in dungeons. The problem lies in bad dungeon design, poor balance, and inefficiency of active support options.

(edited by Duke Blackrose.4981)

It's not the lack of a trinity

in Guild Wars 2 Discussion

Posted by: Duke Blackrose.4981

Duke Blackrose.4981

It’s not the lack of a trinity that holds the game’s combat or dungeons back. I’ve heard it said far too many times that the trinity promotes organized play while the current system promotes mindless damage specs.

In principal, this is entirely wrong. Games that include the trinity promote bland, formulaic play. This guy is going to hold aggro. That guy is going to heal everyone. Those guys are going to use the same rotation over and over again to bring health bars down. If something new or unexpected happens, it is probably because someone did not do their job properly. In the Guild Wars 2 system, combat is theoretically meant to be adaptive. You change your role or equip skills to fill another role for the party if needed. Theoretically at least.

The problem does not lie in the system, but rather in other factors of the game’s design. There is little adaptation because the current dungeon design doesn’t require nor particularly encourage it. Dungeon mechanics in Guild Wars 2 typically boil down to “this guy has 2 million health and can sometimes one-shot you.” The result is a monotony that players want to end as quickly as possible. Because it is profitable and because it ends the monotony of boss fights faster, the dominant playstyles are damage roles. As a result, instead of a tank, healer, and dps, we now have 4 dps Warriors, all of which are more or less self-sufficient, and a support, such as a Guardian or Mesmer.

Herein lies the problem. Dungeons and open world PvE do not properly challenge players with unique mechanics. They do not mandate or even encourage the playstyles that the no-trinity system was meant to create.

You are now ArenaNet's lead designer.

in Suggestions

Posted by: morrolan.9608

morrolan.9608

First order of business remove diminishing returns

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

You are now ArenaNet's lead designer.

in Suggestions

Posted by: Asuka Shikinami.5462

Asuka Shikinami.5462

Ensure all events have a worthwhile reward for the time invested, in relation to dungenons and other content. Example, comparing how long it takes to run AC with Jormag, then the rewards, the second seems pointless once you have done it a couple of times.

It doesn’t mean exotics need to grow from trees, just getting atleast a single rare in every major chest – or atleast something worthwhile, would increase player incentive and lower a lot of the negative feedback at so many events when people spend half an hour to get a couple of blues. I still have no clue why this has been set the way it is now.

After I’m elected, bribing me will be considered a “gold sink”
- John Smith

Talk about elitism

in Guild Wars 2 Discussion

Posted by: SadieDeAtreia.8912

SadieDeAtreia.8912

An effectively efficient run on p1 typically logs me around 6 mins. The speed run of 15 mins is more than double my timing. This may seem very little but when used in the context of farming for a legendary or some exotic weapon (which requires some crazy 350 charged lodestones or 500 powerful blood) where 400 hours needed are concerned, doubling that would mean 800 hours.

Had to quote this.
See, others in this thread can be so quick to call players things like small brained or idiots… without thinking why people do these runs in the first place. If anet didn’t put such ridiculous RNG on precursors, the droprate of lodestones and some other mats then there would be no need to go to these lengths in order to farm for the required gold. These same posters probably think the farmers find doing this more fun than hanging out with guildies doing some random thing for kittens and giggles.

Apologists being apologetic?
Thought so.

(edited by SadieDeAtreia.8912)

gigantus lupicus in arah almost impossible :S

in Fractals, Dungeons & Raids

Posted by: Chopps.5047

Chopps.5047

You guys don’t even know how hard simin used to be. It basically required five full zerk players with impeccable timing and teamwork. Now it’s a cakewalk, huh? Shame. It devalues the Dungeon Master title enormously.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

gigantus lupicus in arah almost impossible :S

in Fractals, Dungeons & Raids

Posted by: Rizzy.8293

Rizzy.8293

Hes so easy :|
Phase one, range him and kill the grubs

Phase 2
see red circles dodge out of them.

gigantus lupicus in arah almost impossible :S

in Fractals, Dungeons & Raids

Posted by: Destai.9603

Destai.9603

You’ve not done the Simin fight. That’s closer to impossible. Much, much closer.