Time to not let people play anyway they want
in Guild Wars 2: Heart of Thorns
Posted by: starlinvf.1358
What stops you from playing as you want now?
Actually, the issue is far more complicated than that. Whether we should have hard roles or not isn’t just a matter of player preference, but a business decision. People like having hard roles, and they like having their playstyle reinforced by the game’s design. So, the question is if the game can be more interesting, entertaining, and appealing to the public at large if there were hard roles.
It isn’t a stupid thought. Since beta, one of the biggest legitimate complaints about GW2 is that the PVE combat is samey. From an outside perspective, watching everyone in the team do the exact same stack and smack routine with every encounter ever is both unpleasant to look at and unappealing in general. Hard roles appear to be dynamic and unique, with each player’s singular contribution being noticeable.
From the diversity standpoint no one “loses out” if tanking and healing become requirements. DPS preference players still get to DPS, but now the other two legs get to do their thing, too. The problem is that players who build bulky or healy, or heck even conditiony face not gratitude, but ire from their teammates. Telling these minority preference players to just go and hang out with each other is like telling racial minorities to do the same thing to avoid racism. It isn’t a fix, at all. The hate is still there, you’re just trying to hide yourself away from it.
While it is a community problem, it is also a design problem. So, facing the unreasonable wrath of selfish teenagers on the internet, the only reasonable solution would be to modify the game in such a way that the stat combinations that Anet put into the game are useful in that game.
Personally I think the solution to this problem is just to make the game harder, but in specific ways to encourage more than just corner pulling and bursting. You’ll still get full zerk groups, but hopefully the skill of the average player would mean that running a bunch of unaffiliated full zerkers is no longer completely superior to 4 zerks + 1 zealot.
Well the whole design is apparently leaning away from group content to – on one hand solo, and on other hand ‘world events’. Dungeons are relic of the past, and fractals don’t seem to get a huge amount of attention either. So I don’t know if this is really even very relevant to the game as it is right now.
I suspect we’ll see something happening with fractals in the expansion because there’s a fractal mastery coming. No point in doing that if there’s nothing coming for fractals.
Fractals wouldn’t necessarily need anything new, as mastery is basically just the PvP reward tracks with context appropriate mechanical rewards rather then loot based ones (we think…. it could very well be a loot reward track).
Fractals, as a theme, have map specific mechanics rather then system wide ones. This is the ONLY reason, Fractals were initially popular among the greater PvE population; as it was a huge refreshing burst of novelty that should had been the basis of all standard Dungeons in the game.
The Behemoth fractal is by far my favorite. It forces players to cooperate, but does so by focusing on a single object (The Hammer) which players have to take turns using in order to keep momentum going. One player carries the hammer, and has to get kills with it to gather charges, while the rest of the team both supports the carrier and suppresses the cultists; yet not so much that the Hammer can’t get the tags he needs. EVERYONE is active and conscientious in this scenario, and the environmental hazards do a great job of keeping things in motion. And this isn’t even considering the massive lore potential of a mystical being held captive by a bunch of cultists.
Another good one is Thaumanova Reactor, with its set of mini challenges.