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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
9/26/12 7:14:06 PM#21
Originally posted by Requiem1066 Agreed. Part of what made GW1 unique is that guilds had to plan their skills based on what work best work together and what they predict would counter what their enemy was bringing to the match. The current system supports that basic concept. In general PvE gameplay, the current system combined with the world content as they have designed it eliminates the need for specific group builds to fight content, allows for more freeform cooperative play and offers something different for MMO gamers to choose from. The trinity simply wouldn't work in GW2. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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9/26/12 7:14:24 PM#22
No to the title. Besides, it would require a major redesign of combat and all PVE encounters. Which probably will never happen, so it is kind of moot to talk about. And I know the problem here. Dungeons. You can tell players that they play it wrong if all they do is zerg and respawn. I wonder how many of those ppl who want trinity back, actually even watch other player's skills? Do they make use of combo's? Do they talk about what utility skills to bring to create a more cohesive team set up? No, they probably don't. They probably approach a dungeon in the same way as a zerg event. Just spam your AOE , don't switch to a more usefull weapon and ignore those annoying combo fields because they are in the way of your awesome skills.You can easily pick them out of the crowds in zergs. Players that just spam and don't pay attention and then they are dead. And go 'res pls res pls res pls' while they are being teabagged by a boss. And when on their own, everything seems to be too difficult. This is one scenario where you can actually say that they are playing wrong :p At some point in the more difficult PVE content in GW2, groups and combo's actually start to matter. You can rip these elite mobs to shreds if played right. I wish that Arenanet showed some examples in a next blog.
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9/26/12 7:16:32 PM#23
Originally posted by Emrendil Well if you look at the way GW2 is setup from top to bottom really they went with a setup that is singleplayer inside of a Multiplayer. Not in the respect that you are alone but in the respect that it lots of stuff does not require teamwork or evening being in a group like DEs. From what I have heard this is really only not true in Explorer mode dungeons which are very hard and require a plan.
When I picture GW2 group play I see a picture of like a dragon coming down on a random village and all the villager grabbing pickforks and going after it. It takes all of them together to take down the dragon but really they did not work as a team or come up with a plan to do it. While in Trinity style games with group content it is more like a regular army of troops that go in knowing what the plan is and what their roll is within that plan for it to succeed.
Lastly people around here like to pick apart analogies saying that is not the same thing as...for you people I have a definition of an analogy...a similarity between like features of two things, on which acomparison may be based: the analogy between the heart and a pump. By definition a analogy are two different things that share a similiar component. Noone would say that a heart and a pump are the same thing so you just sound stupid when you say your analogy is false because x is not the same situation as y. another definition of an analogy because I'm sure people will come back with the heart is a kind of pump(which it is) is this "an analogy is a comparison between two different things in order to highlight some point of similarity." Notice that the things are different but share some point of similarity, that means the setup or what is going on in the situation does not have to be the same for it to be a good analogy. |
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9/26/12 8:46:27 PM#24
i like the system they have. Outside of dungeons and in pvp it works very well. Im not sold in the dungeons though. I wonder if all these super players are really all skill or is it a thin veil of full exotics and a vent server. this might sound crazy but i think the key to GW2 dungeon combat is to not use range and use melee weapons whenever you can.There is so much aoe i think your probabally better off up close.
I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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9/26/12 8:48:58 PM#25
Trinity would break alot of GW2 IMO, NO TRINITY!!!!
Looking at: The Repopulation |
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9/26/12 8:49:48 PM#26
Originally posted by Emrendil I play the game - and I do like it!
However, I think by eliminating the "trinity" what they did was create a dps / support overload. I play that game- and one of my favorite toons to play is my toughness/ vitality guardian. She can tank! But really she cant because no one can heal- so in the end she is a dps / support class cause I have to heal myself whle everyone else dps from range and I hold aggro- which only lasts till I have to dodge then aggro goes everywhere and its a circle-jerk-kite-athon. =/
So really you just sorta tank / kite / run around in circles and stuff cause no one can really tank and no one can really heal but everyone can dps...
Lath
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9/26/12 8:53:02 PM#27
There are professions that have more healing abilities/utilities then others, just gotta do research.
Looking at: The Repopulation |
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9/26/12 9:04:01 PM#28
Originally posted by Jonoku No, no. Sorry you cannot heal well enough to be a "healer". One thing I have tried in this game- I play healers and tanks in every game- this game you cannot be a main healer ONLY. The closest I have come is a ranger- not sure why- but rangers have the best heals and still they cannot solo heal a dugeon type boss like the "trinity" system healer. The poison/ burn dmg is to much and you dont have the tools to deal with it. Sorry to burst your bubble but its a dps/ support role for everyone, Lath |
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9/27/12 12:18:50 AM#29
I don't know. It was definately a change of pace. The thing that irritated me about the trinity system is that if you played one of the popular dps classes, it was a struggle to get into a group for endgame content. For example, in WoW I played a rogue. Nuff said. When I heard they were doing away with the trinity system in GW2, I was like awesome. I shouldn't run into issues when doing endgame dungeons and what not. However, what's happening now is "LF2M, full on "For the Angel of Death spread his wings on the blast, |
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9/27/12 12:36:47 AM#30
Trinity os boring lazy game design and gameplay. I wish people would this about what they are actually saying. " Ihate that there is a game that makes me have to play it differently. All platform games should let me jump on people's heads like mario"
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