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Aside from opinions about how things ought to work all three posts above me have their points and solid observations – however I think few things (some mentioned, one not):
1. Its not obvious enough that retaliation is active to an opposing player (or party members) – hate to say it but lets add some CULLENSTYLE.
2. A build which takes significant effort to play, and results in effective high metrics is not broken – it has clear counter-tactics and is very task specific, which generally means boring as hell to play in a short time (dropping one of the Rewards below).
3. MMORPGs have evolved from basic Risk-Reward cycles long ago – we are on a Risk-Time-Effort-Difficulty-Reward1-Reward2-Reward3-MoreThings matrix with multiple interactions between the elements all occurring at the same time. Just as balance is not the same as symmetry, and is measured many ways – but direct comparisons 1v1 is usually not one of the important ones.
My point is that its not even needed to be a bunker build in pve, you can use an offensive build and still tank which pretty much makes all other professions/players obsolete and that reintroduce the trinity back in the game.
How? Step by step me through this with close focus on the stages that “reintroduce the trinity back in the game” please, that sounds counter-intuitive without any logic explaination to support it.
Also just want to debunk something – the fact a profession CAN do something, does not mean it can do it better than any other. Unless you were suggesting that in a single build a Guardian can simultaneous out perform other classes’ focused and optimised builds… is that what you are suggesting?
I am going to rub my crystal ball of experience and logical predications…
It shows me a world where the game has progressed and people are complaining that dungeons aren’t hard enough – their experience at being told exactly how to act helps them overcome the initial problem, the fact dungeons were made easier to accomodate poor players, the new game system/mechanics, etc.
The guys out there claiming everything is too easy have options for “elite eSport” games that might challenge them (which this one may yet develop into), I am always amazed at how many “Pro” players (sinch launch bro!) never try real eSports…
I am not seeing a “zerg” mentality – I’m seeing spoonfed gamers with no problem solving skills, who can’t see their entire bag of tricks because of the one on top they’ve traited until sooooooo shiny it makes them turgid.
Three of us jumped into a dungeon without having heard anything about it, we’re newer to GW2 than some, but have been playing games together for a decade and are familair with playstyles. The other guys were randoms and obviously not A-List. We carried one member entirely, ex-retadin I would guess from build/style (fellow guard), and otherwise enjoyed a challenging experience which will become less challenging and faster as we hone it.
None of the mechanics you see in an instance are really new or especially difficult to overcome, the tuning towards good teamwork can make it a challenge for PUGs filled with muppets – however if you analyse what your logs are telling you and look around your character (rather than just repeatedly bludgeoning your favorite two keys with your over sized brow) they reveal themselves as being non-trivial, decently rewarding spats of fun with friends.
Failing that I suppose players can eschew picking up their acts and try just raging about how hard, unbalanced, and over-tuned the instances are while concurrently sooking that their class is broken, the fundamental game mechanics are broken, and finally that the community is broken because their tolerance-credits are all used up.
(edited by thisolderhead.5127)
Having played FAR too many fantasy RPGs I will support this sentiment. Guardians play like the best parts of LotROs warrior and champs grandfathered a decendant with the offspring of the best buff classes from many great games and a solid carved chunk of granite.
I was holding my breath waiting for the “we don’t laser beam pew pew enough” – made it well before blue-faced, but was surprised to see a sook about forum mods where Ganzo’s insane ranting should have been…
Guardians just don’t have enough tools, combinations, play options, or potential to be taken seriously or be effective.
Remember when you were a kid and the circus was coming to town?
Remember how your grandfather’s birthday meant you were not going to be in town that weekend?
Remember how you took something away from that, learning that dissapointment due to obligations interfering with your desires is a part of life, and the only thing you can control/influence is your response to it?
Oh… well… I see…
Resume foot-stamp-punctuated-it’s-not-fair routine while I go quiz my six year old on how they deal with these situations, I’ll get back to you.
“That famous post on the lack of ranged option, states clearly that guardians lack of something”
Yes – and gains other things instead, many of which can be difficult to effectively understand or appreciate without a lot of knowledge of asymetric gaming balance. These are many-to-many relationships with volatile transaction chains, there are very few people who can evaluate them effectively from client side data only.
Repeating what has been said by others simply (to assist with the translation gap):
Are guardians really the prof. you think they are?
Are guardians really the prof. you wish to play?
Do you really think that every prof. should have examples of every tool in the game, in their toolkit?
If you answered yes to all three you’ve missed something fundamental.
Posting in a stealth “Guardians can’t stunlock wahhhh” thread.
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