This threads on the Trinity in PvE, not PvP.
Unless you WERE refering to PvE in which case you’re just suporting the DMG>ALL META that we currently haveI probably did respond to something that was a little off topic but oh well, I’ll come back to the topic at hand. I believe something should be done to increase the difficulty so that 5 noobs in zerkers can’t just instantly annihilate anything, but if a player is good enough to pull off full zerker and NOT die, then he/she should be rewarded with exceptional dps. In the case of slave driver in CoF, that is a GREAT boss for killing pure zerkers. If the hp was flat out doubled on that boss, we wouldn’t be seeing people just face-tanking it until death, people would actually have to dodge and you know, use some skills.
If you watch any of the Lupi solo vids, you’ll notice that every player used pure dps gear not because they wanted to plow through the content before a threat could surface (they’re soloing Lupi, they’d have to be skilled to do that in any gear), but instead they wear it b/c they can handle the no-survivability-if-hit senario. They want to kill the boss a few minutes faster b.c the faster it dies, the less time they have to make a fatal mistake.
Solo chalenges like that SHOULD exist for the players that want them IMO. But that should NOT be possible in a team scenario. If it’s possible to SOLO a team effort then what’s the point in brining a team? There’s no need to work together if each of you is capable of doing the encounter on your own.
This is why I recomend throwing in many weak attacks with the strong ones. So that without team support the boss WILL pressure you to death. This is also why I recomended the speed increase, to prevent indefinate kiting without control.
Ok, i was perhaps a bit harsh. Still, the impact of healing power on relevant skills and traits will have to be reworked so that trading power and/or crit damage (precision is too overloaded with trait and rune procs to be considered) for healing power makes a impact on the overall survivability.
Solstice came up with a great soltuion to that on the Guru forums:
Do not get me wrong, I am not saying critical chance should be hammered into the ground, a precision-focused build could still attain, say, a 30% critical chance with fury halved to around 10% for a total of ~40%. I also recognise the impact on traits and other ‘on critical’ effects, but many of these have their own in-built probability which could be increased or removed. Hell, Arenanet has already had to adjust for high critical chances by placing an internal cooldown on certain effects (e.g. life-steal consumable if I remember correctly)
Hmm, may work. Drop max attainable crit chance so you can’t run with virtually guaranteed crit damage, and up the proc effect numbers to compensate.
And yeah, those consumables. They allowed a zerker warrior to be a better vampire than a vampire build necromancer before internal cooldowns were put in place…
The only problem is how it would effect PvP. Bunker builds… Wait physical bunker builds wouldn’t NEED to focus so much on pysical damage mitigation as much would they? They’d start favoring healing and negating conditions more? nah same problems still.
Spike builds would actually have to go for talents that drasticly increased crit under certian circumstances…
I’m terrible at PvP balance, anyone care to share some insight as to what a change like that would do to PvP?
SNIP
With 0 challenges worthy of gameplay, the mindless zerging, the aweful risk vs reward system and all of the other problems that GW2 has the only reason that I am still playing is because there is nothing else out there.
I get the feeling that when a better game comes along, I will be switching to something that makes me think, feel rewarded for difficult content and not have to grind/pull out the visa in order to acquire items.
Anet NEEDS to wake up and wake up fast because after 9 months there is little left in the tank.
I’m in the same boat Stormcrow. My guild and I were tiring of how casualised WoW was becoming on top of how repetative it had gotten over the years. Even with it’s faults GW2 offers more fun than WoW but it’s fallen well short of what we were promised nearly 2 years ago.
As soon as something comes along that offers a fun optional challenge without resorting to a grind to keep us interested we’ll be gone. GW2’s time to act is before this game comes out, not after.
(edited by Kaaboose.3897)