I completely agree with Jeromai.8203’s post, but wanted to point out the issue most glaring in the last two living stories “ultimate challenges:”
Difficult is fine.
/snip
- Time limits do force a player to balance survivability with damage ability.
With the current meta and one-hit kills being present though, it just solidifies the call for “more zerker all the time, just get good to avoid damage, burst the mob down before it has much of a chance to do too many of its special gimmicks.” Not sure if that is intentionally meant to be encouraged.
/snipEssentially most enemy challenge design in GW2 since the beginning and especially in the last few LS releases has been “Give the enemies very high DPS, very high health, add in some one shot kills and throw in time/goal/pressure restrictions.”
Like Jeromai says, this leads people to favour the highest DPS builds while using professions that have the best ability to straight out avoid damage or aggro (Mesmer, Guardian, Thief) or kill things so fast it doesn’t matter (Warrior). It’s pretty bad when most of the population has a hard time killing Liadra, while a zerker warrior on youtube can essentially beat phase 2 in less than 5-10 seconds through fear + pure zerker DPS. Same with the candidate trials even after the patch. With enough DPS and Zerker gear you could kill Plunderer’s as they did their bag drop animation and before they could complete it.
Again, the combination of all of this naturally forces players to move away from more defensive, balanced or even unique tactical builds and towards brute force + might stacks + dodge. There is way too much focus on just dodge/power and way to little focus on other combat mechanics in GW2 PVE design.
There should be a lot more enemies in all of Guild Wars 2 content that commonly use (like players) boons, conditions, blocks, reflects, and heals, while having less hp. They should also be stripping and converting player boons or transfering conditions as well. Not only would this be a good challenge, but it would make all builds and professions more useful when going up against PVE content. Player boon stacking hardly ever gets touched by enemies, while things like player condition removal and boon stripping are usually useless, since the vast majority of PVE mobs don’t use conditions or boons in any meaningful way.
Get away from one shot kills, gimmicky mechanics and player bursting strategies. Start promoting multiple builds for beating challenging content and using all the base combat mechanics to their fullest.
Sadly, anet’s idea of a challenge is one shot kill type mechanics. I seriously like the pattern learning of Liadri boss but the one shot kill just wasn’t necessary. Nothing in this game should one shot you, it’s just lazy design.
For example, Liadri basically gives you no chance to learn the mechanics without dying at all. If they made the illusions do 1/2 damage or 3/4 damage. Then players would be able to “LEARN” as they played and potentially, the extremely good players could get it in first try. But here, we have to die at least 3 times ( and this is a huge understatement) in order to learn the mechanic.
And this is probably where anet MMO designers FAIL at. They forgot the first rule of making games, to teach through playing. Incorporate the tutorial basically in the playing. Not teach through dying. A good designer would know this.
And to say that as designers, they have to come to the fact that they can’t please everyone is a fat load of bullkittens. Most GOOD games have overwhelming positive response. In fact, a good example is their super adventure box where they really did things right here. Coins: account bound. Attainable, Achievements hard but not ridiculous. Even if the forum was a minority, they shouldn’t throw off all criticism and pretty much say “we’re the outliers”
(edited by Lafiel.9372)
just an extra tip, once the 3rd plunder spawns, try get at least the left or middle one. Usually if there are no sudden spawns in the middle, the middle plunder (and the left one) can be taken out without aggroing anything. If you wait for all 3 to walk back, chances are you’ll probably not make it to one of them.