Does the OP mean real bodies, with VOLUME?
Most likely. Also, we already have mass: gravity killed me many a time.
Who cares about map completion? You only need it if you’re getting legendary anyways. L
Think about the countless times PvP players have seen their skills rendered useless for the PvE ones. It’s always worthwhile to look at the other side of the medal.
Or why not implement for e.g 5 more skills for each weapon per class so we can actually construct more builds by swapping out weapon skills aswell rather than just the weapon.
I agree.
Give 1-5 alternatives and let us swap them independently. Why can’t I bleed with a greatsword on mesmer? I like the greatsword animations a lot more than staff. Give us viable alternatives.
Also nerfing is not ever the way. Buffing is. If some class is too strong, buff the others. If warrior has a ton of raw damage, give it to the other classes too, because raw damage is the most useful in this game (Yes I wrote a post about the low level of healing, tanking and other support).
The more “sides” are thrown in, the fairer it gets. You’ll have weak ones, you’ll have strong ones. The weak ones will be with more and can subdue strong ones better.
best would probably be 1v1v1v1v1
Oh boy, this seems to be giving me a feeling that they’re going to try to pull something like FF14: A Realm Reborn. Meaning a world shattering event that changes the world and how the people perceive it permanently.
They already did that with GW1: The Searing of Ascalon.
Mhmm
f1-f3: for class mechanics
1-2-3-4-5: for weapon skills
6-7-8-9-0: for heal/utility/elite
Z,Q,S,D (azerty): fwd, left, back, right
Right-mouse for steering
Done. Yes I’m able to reach 1-10 without problems by releasing movement and tapping them with thumb.
A deserved bump.
Imo they should break down the lousy ‘server vs. server’ system. Kill servers, make it alliances in one big kettle.
Awe… don’t push me… I’m not all that bad…
You made me laugh.
Have maximum stats.
+1 right he is
Collision Detection is a nightmare, I’m assuming the majority of people that keep suggesting this have never expierenced just how bad it makes gameplay. Collision Detection would amplify lag alot, I for one would hate to see this implemented.
If done right it’s fine. Distributed architectures make it scalable server side with good performance, and it adds only minimal extra data that needs to be passed to the client, if any (depending on supported features).
No, you can’t. It’s not about server side performance but about the time it takes for a change of movement (direction or speed) by one client to be communicated to another – which would be in the order of .5 seconds.
They could make it a lot faster imo.
I have played several games with collision detection. It’s basically the same mechanic as making sure your character does not run through walls etc, but just functions as a moving wall.
Also, in zergy areas, they could simply instance wvw maps.
It could even result in really interesting combo effects: You throw a fire bolt at your ally, he uses shield block and the bolt burst into a explosion of fire away from the ally. Or he could load his shield with the fire and unload it. Also, you should be able to do combos in enemy fields.
You miss the obvious scenario where you ally forget to block, burst into flame, runs around screaming and flailing his arms, setting every other ally around him on fire, they run around flailing their arms too and start setting the entire keep on fire, then all the allies that remain are trapped inside the burning keep because there is a pile of burning corpses by the door.
That would be hilarious. :P
Pretty sure you guys mean tags instead of kills.
Best post on the whole thread. Killfarmers are soooo proud of auto-attacking 10 times to tag 50 people.
I keep telling people…
- Collision detection
- Friendly fire coupled with punishment, ie killing the player that killed a friendly player
= hilarity on a whole new level.
Look at the bright side – no more zergs. If 50+ people decide to PvD, they are all dead in seconds while the defenders wonder wtf happened.
I agree. Though friendly fire should get damage reduction to 50%, because it’s too easy to hits allies with all the aoe + auto-attacks in this game. Also, ranged projectiles should only be blocked by enemy players standing in front of others. Else ranged professions become a dying breed, or they could add in a AIM option, where you shoot through a gap in allied bodies.
It could even result in really interesting combo effects: You throw a fire bolt at your ally, he uses shield block and the bolt burst into a explosion of fire away from the ally. Or he could load his shield with the fire and unload it. Also, you should be able to do combos in enemy fields.
Woh, the amount of dynamic combat this would offer
Ahhh :P I was googling “Siege of Lion’s Arch”. xD Thanks for the link.
What video!? Anyone got a link!?
No idea, much obliged if someone is able to link though.
Not really, but lets be honest, it’s free to play, no sub. Maybe we should be glad they added anything at all, even if it was living story crap and a gear grind.
It’s buy to play, not free to play. If it were free to play, all of the mini’s and cool looking armour and weapons would only be bought through the item shop…
..oh wait.
I see what you did there.
Has Anet ever given an explanation as to why this basic guild function has not been implemented?
My guess is that they didn’t implement it because it would show 60-80% (I don’t have numbers) of the original playerbase is inactive.
My opinion of the TP is that they want it to be a simulation of a market economy and a minigame, but then they constantly manipulate it via supply which is contradictory and as a result it doesn’t properly support the game as a TP in a theme park game should. Plus there’s the issue that the easiest way to earn gold in the game by far is via TP flipping when ingame ways to earn gold are nerfed, with the current exception of the tedious champ farming.
Capitalism hhhhhhh. That urge to kill someone… ah.
Lol I’m at 250kb/s here. Took me 2 nights to download it at the time. ;P
Anyone remember the very first time we got to step foot in Tyria… it was either the first public beta or right before that… the mobs were tough. I never died so many times in the starter zones in any game’s PvE ever, and I loved it! Absolutely loved it. You really had to pay attention, learn the combat, etc in order to survive. I’d love to see that come back… nothing would “fix” the non-broken combat system more than scenarios that require you to use a far greater extent of the combat to survive. Give the mobs more skills, make them tougher, give them abilities that shatter stationary “press 1” zerkers who aren’t paying attention like so many glass butterflies.
Combat is fine. I see combat being quite fine in WvW against thinking targets. We just need more aspects of the game to require you to actually use your skills and do so wisely.
I was there on BWE 1 – and I don’t remember any of this. The mobs were sort of like they are today. I powered through the content like there was no tomorrow.
Metrica Province Fire Elemental.
Utterly LETHAL early on but the longer it went on the more people understood “don’t stand in the red rings” and “DO NOT REVIVE ON THE BRIDGE!” . . . still got hit with a nerf stick at least once.
Some got hit by the nerf stick, some didn’t. Most content was easy to me in betas already. I guess only solution is… to go play a new game whose mechanics I didn’t master yet, since judging by responses here everyone is just fine with how easy and skill-less this game’s combat is. sigh
Well, you have two solutions. Go to another game, as you mention, or get into a WvW guild, run some organized WvW and learn how mistaken you are about the combat system and mechanics. It makes a huge difference going against actual players.
Lol. You must be kidding. I played 1000+ hours of SPvP and WvW in this game. They’re both lackluster and rely on 1 thing: zergstacking. Don’t tell me I need to get to know “a huge difference going against actual players”. Personally I look back with joy to the combat we had in GW1. It required splitting up, it required team-work, and sure it was frustrating sometimes, but that’s the best feel you can get.
And of course, inb4 the rage: I played 1v1, 5-man, in WvW aswell. I had my share of duels and of zerg clashing with 5 people. We once fought off a zerg of 30 with 5 people.
The fact only illustrates what I pointed out. If you have enough hard dps/control and know how to handle your damage mitigation, you can win anything. That doesn’t mean I can’t appreciate fighting another skilled player, but the maiority is simply spamming this and that as much as possible.
(edited by Sirendor.1394)
Anyone remember the very first time we got to step foot in Tyria… it was either the first public beta or right before that… the mobs were tough. I never died so many times in the starter zones in any game’s PvE ever, and I loved it! Absolutely loved it. You really had to pay attention, learn the combat, etc in order to survive. I’d love to see that come back… nothing would “fix” the non-broken combat system more than scenarios that require you to use a far greater extent of the combat to survive. Give the mobs more skills, make them tougher, give them abilities that shatter stationary “press 1” zerkers who aren’t paying attention like so many glass butterflies.
Combat is fine. I see combat being quite fine in WvW against thinking targets. We just need more aspects of the game to require you to actually use your skills and do so wisely.
I was there on BWE 1 – and I don’t remember any of this. The mobs were sort of like they are today. I powered through the content like there was no tomorrow.
Metrica Province Fire Elemental.
Utterly LETHAL early on but the longer it went on the more people understood “don’t stand in the red rings” and “DO NOT REVIVE ON THE BRIDGE!” . . . still got hit with a nerf stick at least once.
Some got hit by the nerf stick, some didn’t. Most content was easy to me in betas already. I guess only solution is… to go play a new game whose mechanics I didn’t master yet, since judging by responses here everyone is just fine with how easy and skill-less this game’s combat is. sigh
o_O can’t be serious
- PvP: tanks are, like healers, weakening the team, because they contribute less damage and still take a lot because the armor ratings don’t make a big difference. Also the main defensive abilities are dodging and blocking, which are all abilities that can not be used to defend allies because you can’t do it for allies.
Wrong, Wrong, Wrong. Bunker Guards and Spirit ranger would be completly uneffective if it was the case.
You’re talking about point capping. I’m talking about actually PvP as in generally fighting players. And no, I don’t think point capping counts as PvP.
I play SPvP, but rarely. It isn’t really interesting because it doesn’t involve killing players through skill but mostly through having the right builds. Most people use faceroll builds, and it’s really really boring to fight them. Apart from that point cap is just lame.
Have to add though, it’s fun playing it with friends. But I’m probs going to wait for the 2nd pvp patch and see if it makes PvP wrth doing more.
(edited by Sirendor.1394)
Healing is far from useless especially in wvw. There are more factors than just dps/armor/healing to take into account such as boons, stealth and other factors. I quickly skimmed through these posts and one of them read something about healing power being under appreciated since it is under used, which I agree with. I bet those people have never fought a 5 man heal bomb engineer group who all heal each other like crazy while picking off the squishier targets one by one :P
I play such an engineer myself, but it is far from a ‘solo healing’ build. It has some 500 healing power, and still high condi. It relies on spamming aoe damage.
Stealth, portals, reflection fields… are an entirely different factor of the game and they are not problematic in my opinion, on the contrary, they make the combat better than spamming damage.
Maybe I’m expecting to much from the combat, because GW1 had such great team fighting.
1- I was referring more to instanced content, which is more focused on groups.
I also fail to see what shared resources (I’m assuming you mean nodes) and open tagging have anything to do with the conversation, but OK.2- Well, since you mentioned the Trinity, I assumed we were talking about instances, since the Trinity is rarely used in the open-world anyway.
3- In terms of PvE, is this the combat systems fault, or encounter design for not utilising these aspects?
4- I keep speaking in terms of PvE, since I don’t have much in the way of experience of high-end PvP.
Please allow me to respond to you aswell
1- I see what you mean if you’re talking about dungeons. But the main tactic there seems to be DPSing everything down as fast as possible (either focusing a single target) or aoe-ing a crowd of mobs. Might stacking and then cookie-cutting is the main tactic (though granted it’s possible to complete dungeons without it, it is the ‘meta’)
Tagging does have a place in PvP. The main tactic there is Zerging, using aoe tagging to damage as many enemies the same time and killing them by the sheer amount of indirect damage.
2- The trinity doesn’t really have a place in this game, purposefully or not, but like you mentioned there is maybe a different kind of trinity, being:
raw dps > control > damage mitigation
Thing is, you can take each role. You can go for high dps, high control and high damage mitigation, I’m not looking at hammer warrior & condi spam necro. :P
3- I guess the fault is not necessarily the combat’s but the boss and mob mechanics are just awful. In PvP though there is a problem with the combat, because all you need is using auto-attack and steamrolling to win. Not realistic really. It’s too easy to attack multiple enemies and burst them down by sheer numbers, that is a very delicate problem, making any kind of PvP of a lower than zero level.
4- It’s okay. PvE has a place in this discussion for sure.
I’ve resorted to Team Arena. Killing people and gaining experience? O_O
It isn’t really fast though. Yesterday farmed 4k glory in a few hours (that’s 2 levels a half if you buy tomes of knowledge). Each team arena match gives 300-800 glory depending on win/loss, personal score, top stats, glory booster.
I just have this unsubstantiated belief/hope, that if you had five people with a well thought out, balanced build, go head-to-head against a DPS-first type build, given equal skill that the balanced will steamroll anyone anytime. Granted I have no proof of this. This is what GW1 taught me
The full DPS (condi included) will win so long as they have enough damage mitigation and enough group stuns. Take the incredible hammer warriors. I’m not going to lie, I played it… and it’s overpowered because it has a combo of superior damage, a lot of damage mitigation and disabling for enemies. I can run in a fight 1 v 3 and kill each one off without problems (even fought 1v4 in Team Arena and came out alive). The only thing that can stop me is stability for the opponents, and even then nobody will ever kill me unless I do something incredibly stupid.
Yeah but this isn’t GW1. I’m saying my Balanced team will outperform your DPS team everywhere in GW2, PvE/PvP/WvW. I just can’t prove it. On the other hand you can’t prove your case either.
Where did I mention GW1? I’m talking about full zerk warrior in GW2. A full damage team will outperform any other in PvE and it will wreck anyone in WvW. You don’t need to prove your case, because I have tried full dps vs. any other kind of build, and dps always comes out on top.
You get 5 full zerker people and have them fight against a team wearing PVT or Knight’s and see what happens. There’s a reason optimal WvW gear is PVT and not full zerker.
I actually gave you more credibility reading only your first post – but after having read this – wow – i don’t even know why i’m bothering to respond.
And, you actually misread me. I was saying that a team with HIGHER DPS will always win from a team with AVERAGE DPS (aka a balanced team). No of course you don’t need to go full zerk, and it’s not adviseable unless you happen to have CC-spam (which my warrior has). My mention of zerk was an example. In a 1v1 situation I can kill anyone with my heavy stunlock full zerk build, anyone except a heavy condition mesmer (who is high dps).
PVT is high dps gear, it’s main stat being power. Please read again and consider my argument as “Higher” dps vs. “Higher” tough/vit/heal. Dps will come out on top.
And I’m speaking about this:
My warrior when he doesn’t run zerk, is still considered full dps, because he has average toughness/vit and high power/prec.
Stats are
2,2k power
1,8k prec
1,6k toughness
1,2k vit
300 healing power
Then if I compare with my healing guardian he has:
1,4k healing power
2,1k toughness
1,4k power
1k prec
Try and see who will win if you match them up. The warrior.
My point is that toughness/healing/vitality are nearly redundant compared to full dps, and the reason why is that toughness (and armour) offers only a small damage reduction, while costing you a lot of damage, while power/prec offers you a huge damage gain, while costing you only a small amount of damage reduction.
(edited by Sirendor.1394)
Support roles work fine in wvw, sure it’s pretty lame that only dps matters in PvE but I think it’s honestly more fun that roles aren’t “enforced” in this game.
Support works fine in pve too. As long as you have 2 or less supports and 3 dps you’re golden.
Honestly I seriously doubt that any of you even own healing gear. I know this game inside and out and I also know that 99% of my guild doesn’t own healing gear, has never owned healing gear and never will own healing gear.
Assuming my rather large guild is fairly normal I know for a fact that most of you don’t even run boon duration.
Boon duration is more important than healing power for support but 300 regen ticks don’t hurt either.
We have! It just got salvaged >.> And I get boon duration from traits, lol.
Although you have a point beyond boon duration being very nice. Honestly, you don’t have to be “meta” to get things done in this game and I think that it’s not as narrow as people may suggest.
The irony of adding strictly defined roles is that this would become the “meta”. Let’s say that a fight revolved around you having a dps, a tank, and a healer for optimal play; well, then that becomes the meta and every other style of play would be made inherently inferior…
I have a full cleric set on my guardian and my ele. I agree that it’s possible to pass content with support gear, but it’s still a lot less effective than high dps. The balance is off.
To answer to the fact that restricted roles > meta, not if everything was balanced.
Lets say:
Someone gets 2200 power & 1400 toughness. His damage will be higher, but he will get hit for more damage too. Someone gets 2200 toughness and 1400 power. His damage will be a lot lower and the damage he takes should be too.
In theory, the tank should be able to kill the dps player at the same time if they both use auto-attack on eachother, because his armour should keep the other’s damage low and the tank wouldn’t hit a lot either. In the ideal scenario, they would hit eachother for the same amount. That would be balanced.
The reality isn’t even close. A zerk player can crit 17k on lowest armour, last I figured with Eviscerate. A tank can hit maybe 2k if he gets a really lucky crit on lowest armour.
(I didn’t check numbers but that’s about the numbers I see). Say the zerk player will only hit 10k on a tank, he’ll still kill him rather easily.
I think it’s a terrible idea to do a CDI on sub-classing without doing one on the existing professions first.
I agree. Do a CDI about existing classes, about the existing combat (dps > everything) and give us a lead toward what could be improved. The balance in this game is off already, subclasses would only add to it.
Also, why the base health differences between classes? Why the stat differences (a war can get high armour & high dps same time?)?
In GW1 it felt meaningful to be a team player too. I loved playing ritualists and monks in Fort Aspenwood on both sides, sustaining my allies and making sure everyone survived through timed heals (Word of Healing and Spirit Bond anyone?). It all made sense. The people I healed made sure I survived aswell, by eliminating enemy players.
From what I see in the game, I estimate that at the moment they have between 100k and 150k concurrent users.
460k at launch sounds about right.
Maybe more like 1,5k players at peek hours in low pop servers (Vabbi talking here) and around 500-1000 at other times. The PvP lobby has less than 10 people usually, and wvw between 5-30 people unless it’s reset. Sometimes it’s just completely empty.
(corrected after doing some quick calculations)
(edited by Sirendor.1394)
Why? Because Anet seems like count dead accounts too.
There are no dead accounts. All accounts can become active at any time, and a part of the inactive accounts do become active again, daily. They have to keep the ‘headroom’ to accommodate players returning to the game after months of inactivity. They have to keep even more headroom for a surge of players returning during holidays and vacations.
They do count dead accounts… a dead account is a player who isnt coming back to the game
or takes a large break, i know there are alot of them since ive kicked 100 players a month from my guild for inactivity for a long time now . theres noway uw can be counted at very high, recruitment is much slower and there are maybe 2 guilds close to 500 on the entire server at best the other i havent seen for a while so they might not even be here anymore
its a fact that anets done something to include inactive accounts or have fixed the server pop record so it looks higher than it is by a lot. ROS just got what 10 new guilds? still at medium…
As a matter of fact: we started the game with 50 people in our guild, in september some 100. 3 months later (december), 15-ish of the original members were left. 4 months later (january) 10-ish.
We then started recruiting again, got our members to 250 in the course of 3 months.
Each month around 3/4 of the recruited ones went inactive again. Around May I think we had 200 inactive again and less than 50 active. I tired of recruiting people who stopped playing the game anyways (other officers did still try) and the guild died within 2 months. I left not long after. Out of the first 50-100 players have ever returned afaik, since I had some 30 of them friended (and around 3 who stayed in the game with me but we’ve all went our own ways).
It does show many of the initial players have long since stopped playing.
Once again I have to say how surprised I am that there have been no threads made to discuss the manifesto until now.
There have been threads months ago. Much of the discussions we see today have been there all along, some since launch, some a little later.
Guild Wars 2 has guilds but no actual guild wars. It’s weird because this game has so much potential. Can ArenaNet perform in the next 12 months? I would buy an expansion without hesitation.
there is a rumor and a screenshot of a test arena from a dev stream that gvg is under development
link please?
it means the game revolves around using the #1 weapon skill to accomplish everything from riding the ‘Queensdale Champ Train’ to defeating massive world bosses to zerging mindlessly in WvWvW. its a “SKILL-based game” and that skill is auto-attack.
Nailed it. :P
where did you get that number? where’s the source or link? you can’t just claim something without it. lol.
Google is your friend
http://massively.joystiq.com/2013/08/28/guild-wars-2s-first-birthday-by-the-numbers/
although you are right. he should have put the link in thereThe article says “460K peak concurrent” users during their first year. So this is the numbers at their highest point. Most likely just after launch.
^This…
You can prove about anything with a number chart.
Well she’s just a horrible villain, and not in a good way. All I think is “Oh god… here we go again.” and then I fall asleep on my keyboard.
The problem lies not in a class being best in something .. the problem with this game lies at the moment, that DPS is everything and all other builds are just useless.
This says everything. Before thinking of introducing new skills, new class variety etc, you have to see whether it’s even worth doing all that in a system where DPS = only way.
The question about a housing system should really be, given the limitations that it is absolutely going to have, is it still worth pursuing above other horizontal progression options?
Or, in other words, is the disappointment you’re likely to have with the housing system we do get going to be something you’re going to be okay with accepting knowing that some other item may have been put in place instead?
Well you are probably right in this.
That’s why I try to advocate a housing system involving sandbox content where you, as the player, get the tools to develop your own content. I know it might be hard to get it right, but if they made new instanced maps that revolved about sandbox elements, it isn’t necessarily impossible.
ArenaNet needs to think toward the future. A lot of games are straying from themepark models, because the content runs out at one point or another. Fractals are in theory a good example of a sandbox. The player creates his own difficulties by going higher levels and adding in a random damage factor: agony.
Sure, you don’t have to do fractals, but if you don’t have anything else for you to do… fractals will always offer you a new challenge.
My hope is that ArenaNet is able to do something similar with housing, letting the players serve their own entertainment. We can’t expect them to create content fast enough to keep us busy. We can expect them to create base content with which we can entertain ourselves.
Is housing worth it without sandbox elements? Probably not.
I’ll tell you this, I will NEVER run berserker mode in sPvP simply because you die far too fast and then have to wait around to respawn and those times can be lengthy at times. I pitty ANY fool who thinks having a survival build over pure damage is the wrong way to go.
I’m talking about direct and condition damage. Pure dps is the best way to go as long as you have enough damage mitigation in dodges, blinds, blocks or you have endless CC (warrior).
Hybrid builds that focus on high dps and average armour are probably what you need if you don’t have enough damage mitigation through dodge/block/disable.
In any case, the balance is off. If you have 200 more power, 200 less toughness, someone else has 200 less power, 200 more toughness, by all means, you will kill that person so long as you are equally skilled.
Its broken for him cause cant get over the so called TRINITY! Gw2 was successful getting rid of this crap and it is working like intended.
lol Yeah, GW2’s combat has so much depth.
My videos and guide pretty much explains and shows that clearly.The problem is, you get players that come from other games like WoW and they expect it to play like it. GW2 is a game for people who want a different kind of game, not the same thing with different skin and title.
Its for people who want something New.
You mean a kind of game where there is only one way to gear and combat is reduced to stacking? When the only role is DPS, your profession is irrelevant. The highest DPS is taken, which is why warriors are so popular.
Yeah, Thank God GW2 is not like that game. =)
Sarcasm much. GW2 IS exactly what Dark catalyst expresses. They have killed 2 elements of the trinity in favor of one, making balance impossible and the skill required for combat laughable.
I just have this unsubstantiated belief/hope, that if you had five people with a well thought out, balanced build, go head-to-head against a DPS-first type build, given equal skill that the balanced will steamroll anyone anytime. Granted I have no proof of this. This is what GW1 taught me
The full DPS (condi included) will win so long as they have enough damage mitigation and enough group stuns. Take the incredible hammer warriors. I’m not going to lie, I played it… and it’s overpowered because it has a combo of superior damage, a lot of damage mitigation and disabling for enemies. I can run in a fight 1 v 3 and kill each one off without problems (even fought 1v4 in Team Arena and came out alive). The only thing that can stop me is stability for the opponents, and even then nobody will ever kill me unless I do something incredibly stupid.
Yeah but this isn’t GW1. I’m saying my Balanced team will outperform your DPS team everywhere in GW2, PvE/PvP/WvW. I just can’t prove it. On the other hand you can’t prove your case either.
Where did I mention GW1? I’m talking about full zerk warrior in GW2. A full damage team will outperform any other in PvE and it will wreck anyone in WvW. You don’t need to prove your case, because I have tried full dps vs. any other kind of build, and dps always comes out on top.
I just have this unsubstantiated belief/hope, that if you had five people with a well thought out, balanced build, go head-to-head against a DPS-first type build, given equal skill that the balanced will steamroll anyone anytime. Granted I have no proof of this. This is what GW1 taught me
The full DPS (condi included) will win so long as they have enough damage mitigation and enough group stuns. Take the incredible hammer warriors. I’m not going to lie, I played it… and it’s overpowered because it has a combo of superior damage, a lot of damage mitigation and disabling for enemies. I can run in a fight 1 v 3 and kill each one off without problems (even fought 1v4 in Team Arena and came out alive). The only thing that can stop me is stability for the opponents, and even then nobody will ever kill me unless I do something incredibly stupid.
Your concept of how the combat system works is flawed:
It is, but because the roles are support/damage/control. Yet the principle point of the OP I find to be mostly accurate.
Wrong, but it’s an easy fix. Just add “simultaneously” to the above comment and you’ll find the combat is working as intended.
The best (as deemed by the community) PvE builds are all ones that can provide the most damage, while providing some particularly useful function in the bulk of the encounters, usually by increasing team DPS. They’re all DPS-forward. I don’t know of any prominent control-forward PvE builds, and only a handful of support-forward builds (might stacking Ele being the most prominent of the bunch).
If there are really three distinct roles rather than just useful abilities (most of which directly involve team-DPS) welded on to DPS-forward builds, then this game is absolutely not working as intended.
In WvW, there’s more flexibility in support-forward builds and even outright tanks, but still no control-forward builds. I won’t speak to sPvP because I don’t have enough experience to speak about it.
My point is the OP insists the combat is broken, then goes on to list all the reasons why people can’t be a healer or a tank. Of course a player is going to fail at being a healer or a tank. That’s the whole point of the combat system is it not?
Agreed it’s the point of their combat system. They wanted to do away with the trinity, but instead of 3 areas, they now have only 1 and that’s dps. So is their game richer now because we only have 1 option: going full damage?
The main principle of the combat is:
- Everyone can heal/support (role 1)
- Everyone can deal damage (role 2)
- Everyone can tank (role 3)And this is the issue with your argument. These aren’t the main principles at all, if I’m understanding you correctly – that is, you’re saying that players can choose between tank, healer or DPS on every profession.
I’m sorry I think you misread that part. I ment that each profession can heal/tank/deal damage, albeit simultaneously or apart. I tried gearing toward healing, toward tanking, toward raw dps, but I combined many hybrid builds aswell.
My criticism isn’t that there isn’t a holy trinity. I don’t mind that, though it seems that this combat system is more broken than the holy trinity system ever was.
My criticism is that damage (direct or conditioned) is the only thing that counts, next to ‘blocks’, ‘boons’, ‘dodges’ and that’s it. It makes combat a matter of:
- Using as much raw damage as possible without getting hit yourself
- Mitigating enemy damage by
a) disabling others
b) dodging
c) using boons
d) mitigating with skills (blocks, blinds, )
My main point is that combat becomes utterly meaningless if it’s all about stacking as much points in power/prec/crit OR condition damage, and then relying on CC, skills, dodges to evade damage. It’s pointless and it destroys every single support element in combat.