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9/18/12 10:33:29 AM#81
Well I must say that I am sick of dieing in dungeons even with a group that know what they are doing you still die to much if you ask me. Can't say I miss it and like the difficulty of the dungeons but these deaths are a bit much, boss damage should be toned down 10%.
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9/18/12 10:45:09 AM#82
Non-trinity systems have already been done in the past. GW2 is not a pioneer in this regard. They made just another attempt or adaptation to the non-trinity system. Some game's have even gone beyond that and disposed of classes altogether.
They haven't been hits. Invariably if the content is to remain challenging it becomes to obnoxious to complete for the average player. If the content then gets nerfed enough for the average PuG to be able to complete it proficiently efficiently enough then it bd ones a dumbed down zergfest for everyone else.
GW2 (as evidenced by the latest developer interview) is now manifesting the earlier symptoms. The "declare" content will remain unchangrled. Either "customers" will "rise to the challenge" and conquer the dungeons or become bored and dissatisfied. Content they can't complete might as well not exist for them.
Knowing thenature of humanity it's inevitable that they'll be nerfing those dungeons in a couple of months.
Trinity systems have strengths and weaknesses. So do trinity-less systems. They are not an improvement, just a different way to go about thongs. Which have generally turned out not being the best way to do them in the MMO genre.
But hey! It's GW2! They're DIFFERENT! They shall succeed where none have!
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9/18/12 10:50:46 AM#83
Originally posted by Loke666 They don't need to. It's GW2 that has the rez-fest type of dungeoning, not WoW. There's little to no strategy in dungeons in GW2, at least the trinity sets up the basic strategy from the start. As for simpler, I'd argue GW2 IS simpler - they didn't have to mess with class balance by doing it their way, you don't need any type of group, etc. But whatever, some like it. I'm sure we'll see in the next 30 days how well the game is sticking. |
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9/18/12 10:53:13 AM#84
Originally posted by Apropo More like total rework than "fine tuning" IMO.
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Purutzil
Elite Member
Joined: 10/02/11
If you see no good or you see no bad in a game, chances are you are bias. |
9/18/12 10:54:22 AM#85
Damage, CC, Support. Thats their trinity. If you miss one of those, your going to suffer greatly for it.
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9/18/12 10:56:36 AM#86
No, I always hated the trinity.
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9/18/12 10:57:51 AM#87
Originally posted by Purutzil It's a little different though, because one class might fufill each of those roles at different times during a single encounter. So its a little misleading to imply that theres someone dedicated to CC or Support. |
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9/18/12 10:58:46 AM#88
Those threads are starting to get boring by now. Taking out the trinity did NOT make things simpler. Stating such thing is completely absurd and unfounded. Yes, things may LOOK simpler according to your perspective (a level 30 surely still thinks that every build is "doable" and works - you just invite people with random builds and the dungeon will surely go smooth, right?), but when you get to explorable high-end dungeons and tournaments, things really don't work like that. You don't have tank/dps/healer anymore, but when forming a explo group you'll want to search separately for condition/ power/ CC/ etc builds. You can't get a group with players with power builds and expect to either survive or take down bosses within a reasonable amount of time. And the strategies are there. It's not a random killfest and buttonsmash like most new players think. For example there are some groups running around with confusion-based specs and builds to counter high output damage melee bosses (like thief doppelgangers). Other bosses for example get rid of one cond every X seconds, so you have to cover your bleeds and vulnerabilities with fast conds like burn. And seriously, what's the deal with you people expecting full strategies to appear less than 1 month after a completely new spec system has developed? Yes, there are few group spec builds so far, but just wait a few weeks and you'll start to see the infamous "3-2 engi/necro burncover bleed"-like group builds popping around. Lastly, you couldn't be more wrong regarding it being easier to find groups. For low-level content yes, because you don't really specialized groups to do story mode easy dungeons, or even explo non-speed runs - which I hope isn't the point you're trying to make. But when you get to high-end content, you'll start seeing people looking for "blowi gs blink mesmers" for tournaments and speed runs. People need to play the game before having a opinion about everything. Ultima Online 98~04 |
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9/18/12 11:03:55 AM#89
Originally posted by Onecrazyguy In what way do they need to totally rework these dungeons? Thats a laugh. I agree with fine tuning or bug fixing, but the setup is fine enough for those who want a challenge and not want it to be trivial. |
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9/18/12 11:11:06 AM#90
No, the trinity is awful and you know it.
There's problems in GW2's dungeons which are related to balance. The trinity filters people into predetermined roles and leaves very little to move around.
The lack of trinity works, but the dungeons need polishing.
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9/18/12 11:12:06 AM#91
Originally posted by Onecrazyguy You surely looks like an expert on this subject. Mind posting some videos of your own explo speed run of high end dungeons? Ultima Online 98~04 |
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TdogSkal
Novice Member
Joined: 5/11/06
Do not fear death, Death will come a knocking anytime it wants. |
9/18/12 11:22:24 AM#92
Originally posted by Tardcore Well Elementalist can become main healers if they spec for it. My roommate does DPS sure but he can out heal most other classes and does so in Dungeons all the time. I think that as more people learn their professions (the biggest thing right now is people do not learn their professions, they just stick to what they know) we will see alot more "roles' being filled. Sooner or Later |
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rojo6934
Elite Member
Joined: 8/13/09
"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli |
9/18/12 11:35:03 AM#93
Originally posted by dariuszp This is why i dont miss Trinity when im playing GW2. Sure ill focus on my DPS role only when i play Trinity focused mmos but here i have variety and lots of fun switching roles at will. Also, In GW2 i dont have the problems i had in WoW and other mmos. For example, i always roll DPS in WoW. If i want to constantly be running dungeons i have to be healer or tank and i dont like those roles. Also i like to do teamwork without having to depend strictly on the tanker to keep aggro and healer to keep me alive. But again, like Eir_S said, devs now have 2 different and succesful systems to make mmos. Trinity and non trinity. More variety is always better IF done right. |
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9/18/12 12:08:05 PM#94
Originally posted by demz
Learn to play. Seriously. Ranged is rarely necessary or worth it for the Warrior. Only they hyper-tough World Event bosses where being melee is an insta-death-ticket due to massive close range/wide-area AoE attacks.
As for the rest... Another whiner topic from people who need to learn to play. Even my ranger does as much melee as ranged because it's that good when you know how... |
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9/18/12 12:11:56 PM#95
Apart from the token 'L2P' guy above me, i think this topic is just ..well out of place. There are lot of things to criticize about GW2 but holy trinity is not one of them. |
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9/18/12 12:12:06 PM#96
Originally posted by IstrebiteI
Yeah, I always thought that was a major flaw in the design. The boss should have killed the healer first, then the dps, than that low-impact slug in the thick tin-can... |
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Yamota
Hard Core Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
9/18/12 12:14:18 PM#97
Originally posted by TdogSkal Explain to me how to spec. for it. Staff healing and water specced is the best setup I can make with my Elementalist and I still cannot heal consistently. Basically Healing Rain has too long cooldown, even with -20% CD trait, and geyser is too weak and too small radius to effectively use as healing. So I dont see how it is possible to spec. for main healer as Elementalist, secondary maybe but not main. |
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9/18/12 12:14:45 PM#98
Nope don't miss it. And as people start to understand the dugnones over the next 3 months you will start to not miss it either and begin to understand how to do deal a more tactical based approach rather than a static always do this approach.
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9/18/12 12:16:45 PM#99
Nope not at all, enjoy life guys, have fun, and peace.
http://www.youtube.com/watch?v=ns-IIn-DG-c Try to argue this please. Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D |
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9/18/12 12:18:10 PM#100
Originally posted by MosesZD Gotta laugh at the ignorance of most people when it comes to ranged vs. melee. They probably go in melee once, get rocked then instinctly never go back in, afraid that it will happen again. Its like watching someone touch a hot stove, then assume that the stove will burn them everytime whether it is on or off. If you know when to go in and do some damage then get out before you die, it's really not that hard to play as both classes. Warrior ranged is crap in most cases, and they excel far more in melee for damage, but I'm not going to stay in melee because it does more damage, nor stay at range because I'm afraid to get burned. I mix it up to keep myself alive and to utilize my class properly. So honestly, your learn to play is true, people are just too afraid of change and love to generalize everything into classes or fight mechanics. No dungeon is anti-melee, you just assume it is. |
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