The problem is the main mechanic of damage mitigation is dodging. Once you get good at that, you can pretty much not worry about other damage mitigation such as toughness and focus on dps.
That is why berserker gear is so popular.
That is why they need to take a look at fight mechanics again. Damage is MILES above the other two; control and support.
It’s way out of whack.
I agree with this, but IMO, the problem is that they don’t want to stay away from making classes more important than others.
The common denominator between all classes is that they deal damage.
If, however, you make control and support more effective, then you create the same problem that they were trying to solve – that people are only going to want certain support and control classes in their parties.
Then why make them at all? Just make this a third person shooter and everybody just does damage.
I’m sorry, but your reason for not doing it is a bit ridiculous because every single class can support and every single class can control. They just can’t do it enough to make a difference.
Bosses that one-shot you, no matter what support or what control you have on them is bad design, pure and simple.
Edit: I should clarify…I’m not talking about bosses that have a spell you can dodge/avoid/interrupt that one-shot you, I’m talking about bosses that you can’t get hit at all or you die.
Oh, I agree with you 100% on everything you said. Don’t think I am defending ANet. What you said is exactly the same thing I have said to others.
The problem is the mindset that ANet needs to make a game where people can jump into any kind of group and roll content easily, rather than a game that might take more time to set a group up – but offers much more intrinsically rewarding combat.
But, I think where we disagree is when you say “all classes can support and all classes can control.” They may all be able to do this to some extent – but some are vastly better than others at certain things. If ANet makes those things beneficial and necessary for content – then we are going back to the need to look for specific classes to do content.
Exactly. Which is why I keep saying the “control” and the “support” roles need to be better defined for every profession. Do that correctly, and you’re not looking for specific professions, you’re looking for specific roles…which anybody can fill, no matter what profession they are playing.
You want to play a glass cannon? That’s fine, but you’d better have somebody behind you keeping you alive or keeping that mob under control, because you’re not going to be able to out-dps the mechanics of this fight.
Oh and all those mobs you just ran through? Forget it…they’re not going to stop chasing you. Better get a wall up to stop them or you’re toast because you pulled them.
THAT’S what needs to be done.
All my opinion, of course. :-D
The only thing I think that is tough is making all classes good at all roles to the point where it doesn’t matter who you bring – as long as they spec right.
Of course, that’s not to say it couldn’t happen, but maybe I’m just splitting hairs.
But, otherwise, I agree with you 100%.
Well, you’re always going to have the idiot “elitists” who say this class or that class is the best at doing a certain function, but I don’t see it being that difficult to make it so all classes can be good enough at doing them.
Which is actually why I think it would be cool to get rid of classes and, like an FPS, have people pick from an arsenal of weapons, traits, utilities, etc.
If that is the goal, then why not go full at it? I think it would be a hell of a lot cooler than what we have now. I really think if they want to end class discrimination in MMO’s, get rid of the classes.
Just a thought…
Mostly because game companies are bad at balanced design and Anet is almost Blizzard bad at it.
I don’t think I have ever even played an FPS, and I’ve played some kitten good ones, that didn’t suffer from the same thing where everyone had access to the same full arsenal but in the end it was 2-3 guns that everyone used because they were just plain better.
The more options you create the harder it is to balance everything unless you make every encounter a wildcard where you have to constantly change your outfit and tactics to win which sounds good on paper but won’t keep people playing long.
No one will care about a shiny, particle effect-filled sword if you can only ever be good with it 10% of the time.