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9/15/12 11:39:09 AM#121
Originally posted by Purutzil The trinity was always there. ArenaNet never said they were getting rid of the trinity, just the hard-set roles of the Holy Trinity. Again, I will repeat, you follow rules in the holy trinity, if you don't it is choas and groups wipe. It is the same thing. Figure out the rules and follow them. Stop taking 5 DPS to the a dungeon and expecting it to go smoothly. You don't have healers but your group can help. For example, in the video that Master posted with the second fire golem kicking the teams butt. The warrior in the video has all signets, Healing, Might, Fury, Stamina, Rage. None of those utilities skills help the team, they are all for him and they aren't that helpful for the fight he is in. So not only is he not setup to help his team, he not setup to help himself. Their team would have done better if he brought banners that helped the team or shouts that apply vunlerabiltiy, or the shake it off skill to removed conditions from himself and allies. It is obivous that a condition removal would be handy since he was on fire almost the whole time. Again just like the Holy Trinity, there are things that will make your run easier or harder. It's the same thing. With the random nature of the aggro, the downed state allows for mistakes or missed timing. It is a nice mechanic to have in the soft trinity based games. Your analogy about a leak makes no sense. Come on don't you think you make your self look silly claiming a system that no one is used to because it is something new, is broken just because you haven't figure it out yet. Maybe you have some leaks that need addressed. |
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9/15/12 3:27:05 PM#122
Good grief - people still discussing the holy trinity. Anet got rid of the trinity composed of 1 tank, 1 healer and 3 DPS characters that would exclusively soak damage, heal damage taken by the taken and 3 people dealing damage. There is no tank and there is no healer. What there is, are minor effects brought by all the players that will stack and be higher than just the plain sum of the individual diffuse effects (that is a bit why DEs don't sacale very well after a certain amount of numbers, but that is another topic). Now if one calls the holy trinity healing, taking damage and dealing damage, well that exists but that isn't what Anet was talking as trinity. Currently playing: GW2 |
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9/15/12 6:09:07 PM#123
Originally posted by Gaia_Hunter People keep repeating this crap like it's a political talking point. It's not always possible to take advantage of any such thing, and even if you can, it still doesn't work, and by work, make the combat experience enjoyable. It's like expecting 3 people to ritual-cast a heal spell every time the tank takes damage, it's silly. |
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9/15/12 7:02:11 PM#124
Originally posted by adam_nox 2 mesmers can easily coordinate and chain cast a bubble spell, an ele can warn the warrior he will cast a combo field so the warrior is ready to cast a banner, 2 players with blocks can coordinate with each other blocking hits from a boss, a team can coordiante CCs to keep the boss at 0 defiant charges so next CC actually works, etc. What about classes that have traits that give boosts based on the number of boons? Myself as a warrior can generaly keep 3 up on myself, but with other dudes around I can easily have 5 or 6. The difference is that in this system you require several players to contribute for a role while in the holy trinity a healer can do its job by itself and a tank can do its job by itself. You have active teamwork opposed to passive teamwork. Currently playing: GW2 |
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GeezerGamer
Advanced Member
Joined: 4/03/12
Who ever said "Familiarity breeds contempt" didn't have an internet connection. |
9/15/12 7:28:23 PM#125
Originally posted by voxnor Far from being an expert, And I'm only half way through the game. But I'll try to asnwer based on what I have seen. And this is mostly just a theory of mine, But they are my thoughts on the matter. 1. I really don't know. No matter how you slice it, Group dynamics have to center around the individual. The game is not designed around tanking and healing. So everyone gets to be both but to a lesser degree than a dedicated role. It's that lesser degree that is the limiting factor. 2. One thing about GW2 that is not easy is the group fights. I dare say GW2 has the highest requirement for situational awareness in any group fight as any game I've played. The drawback of course is that in groups much bigger than standard dungeon parties,the group's overall ability to coordinate breaks down. Certainly, the average casual gamer isn't used to it. Even in the WoW style theme parks, if you suck at paying attention to situational awareness, if you do heroics enough, eventually, you'll outgear the instance and you don't seem so bad. That dynamic will never happen in GW2. as the groups grow in size, players become unable to monitor all the conditions of all their teammates all at once. Thus, They become an Every Man For Himself event. I believe this problem also affects WvWvW too. This is why the large group battles are zergy 3I got nothing on this.
Ultimately, if the developers are creative enough, most issues can be worked out given time. If the conversation turned "Tit-for-Tat", and I've stopped posting, Consider it your win. |
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9/16/12 9:56:57 AM#126
lol. Your right, you really spike heal in a PUG. But you can in a corrdinated group. But if you are doing that to stay alive, you honsetly aren't doing it right IMO. You aren't taking advantage combo fields, nor stacking support skills. If you are in a good enough group to spike heal, you are in a good enough group to take advantage of combos and boons to do damage and keep everyone alive at the same time.
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9/16/12 10:33:01 AM#127
Originally posted by Gaia_Hunter This kind of teamwork actually became truly aparrant to me yesterday, when I ran the level 70+ dungeon CoF, with a group of 4 Rangers and myself (an Elementalist). During that run I accidentally learnt a powerful combo. A Ranger used their Healing Spring skill and I used my Scepter fire skills that incidentally produced 4 burst of AOE heals. After realising how potent the heals were, I would constantly keep an eye out for those combo fields to use my blast finishers on them. It saved our asses quite a few times as well. |
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9/16/12 3:44:43 PM#128
Originally posted by Master10K I also noticed a combo when I throw down my #5 Super Elixir skill on my Engineer's Elixir gun. When standing in it an attack removes a condition. I think it works for other healing circles as well. It's interesting. The coordination between players is so important. Once everyone figures out all the different benefits to working together using combos and group related skills then they will really start to appreciate how it all works. |
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9/16/12 3:54:16 PM#129
Thing is, there shouldn't be a squishy guy. Most people don't realize that you can't just stack power and be a glass cannon. Each player is responsible for their own survivability to an extent. Yes scholar classes have less armor but toughness and vitality go a long way to remedy that. Eventually people will start to realize being a ranger doesn't mean dps class or being elementalist means standing back and not getting hit.
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9/16/12 4:18:02 PM#130
There is a chart on one of the wikis which lays out all of the combos. There are some combos which do AE buffs and others single target buffs and debuffs. Some heal, some do retaliation etc.
And yes group play is vital in this game to completing a dungeon experience without having to zerg it. I did the lvl 30 dungeon story mode twice. The first time we got stuck on 3 rangers who totally kicked our groups but and no matter what we did we couuldnt get past them. Our group wasnt working very well.
The second group we went right through that spot with little problem - I think one player was downed. The only trouble we had in the dungeon was the twin boss area. We all took about 5+ deaths to finish that fight. We did hit a few other snags in tricky areas of the dungeon that we didnt know - traps and the like and it took us a while to get used to each other and fight better. In the end we did finish the dungeon. As a mesmer many times I used a variety of clones to keep aggro off me from a difficult boss and was able to stay alive while the rest of the team had died somewhere along the way. Doing that I could stay afloat long enough for my team to get back and thus not lose progress by having the mob/mobs heal back to full again.
The mechanics are simply different and its going to take people a while to get used to them. |
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9/17/12 10:02:13 AM#131
There is no trinty in GW2, but that doesn't mean that there are no coordiantion and tasks to do. Difference and complexity(reffered as chaos, dying, zerg fest) is that everyone needs to do everything, instead just one role. 1. Support your team defensively - heals, protection, condition curing those are major deals. Good coordination makes nigh impossible fights suddenly controlable. Previously 1-2 person job. Now everyone needs to pull their weight, looking at buffs and healthabrs to buff and cure conditions aka cooperation. 2. Support your team offensively - blind, cripple, weakness again turns big scary monster that 2 shot people into slowpoke that can't hit anything. In trinity 1-2 debuffers were enough. Again everyone needs to pay attention to debuffs and chain them aka cooperation. 3. Pull mobs away, CC them, try to get their aggro, use protective bubbles to help dying member and get them up. It's not 1-2 person job anymore. Too many dead people => to few buffs, debuffs and "tanks" => you die faster. Again cooperation. 4. Keep eye on mobs/boss actions - dodge, position yourself or use protective bubbles. While this doesn't require much of cooperation, it was mostly tank job in trinity model(+some easy scripted events). Now it's everyones job. Not doing so result in often downed/dead state which makes you dead weight for team. Anyways if I can say anything about dungeons - they are way too forgiving currently, often alowing die zerg to progress without learning a thing(cept that dungeons suck cus you die and have repair bill). The good example is a golem fight in CM story(lvl 30 dungeon). Only after duo-ing it I reckoginzed it attacks and learned how to avoid them. With 5 people we zerged it. And it has nice anti range attacks(fires a deadly rockets) as well as nasty flamethrower that makes it impossible to stay 100% melee. |
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9/18/12 12:37:30 PM#132
QQ cry me a river... The guy here thinks that is bad that any class can basically do a dungeon... The guy is crying cause he wants to wait for hours for a specific class to come to help them... God Im glad I dont have to waits hours on in for a certain class.
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