Profession specific PvE team builds. Good or Bad?
#1
Posted 04 March 2013 - 06:01 AM
Obviously this was quite common in GW1with the dungeons and FoW and such but I'm pretty sure Anet was going for a "no profession discrimination" approach with GW2.
It's not a huge issue for me now because I can still find a CoF group without being a warrior or mesmer but I can definitely see this being a problem in the future if every dungeon or high-level content turns into this and I just didn't happen to have a geared level 80 ______ for the run.
What are your thoughts? Is this a good direction the game is going in? Was this inevitable? Can/should Anet do anything about this?
#3
Posted 04 March 2013 - 06:41 AM
The only way to prevent players from assembling teams ideal to specific content is to remove profession diversity entirely.
#5
Posted 04 March 2013 - 07:43 AM
Strawberry Nubcake, on 04 March 2013 - 07:14 AM, said:
But that's irrelevant because the OP's observation only applies to one specific dungeon's speed runs, which clearly have that very goal.
I don't expect the problem to carry over. In fact I find the GW2 player base to have accepted all roles in all characters pretty well to the point that I've rarely seen profession discrimination. Might add that I don't do high performance runs, but I've never had trouble finding some casual dungeon team.
Edited by Evans, 04 March 2013 - 07:44 AM.
#7
Posted 04 March 2013 - 01:20 PM
it sure is a let down to see these pugs making me turn to full zerker runs again.
#8
Posted 04 March 2013 - 01:27 PM
#9
Posted 04 March 2013 - 01:29 PM
#10
Posted 04 March 2013 - 02:35 PM
As this game progresses, people are going to find the best & most efficient ways to tackle content.
No matter how hard ANet tries, or how many people think that this is something that was an inherent problem with GW1 that GW2 fixed, it will always exist.
It is human nature to do things bigger, better and faster.
#11
Posted 04 March 2013 - 03:11 PM
#12
Posted 04 March 2013 - 03:33 PM
Symbiont, on 04 March 2013 - 01:20 PM, said:
it sure is a let down to see these pugs making me turn to full zerker runs again.
I think most of us can agree(at least in my experience) this is a pretty rare occurrence. Out of all the CoF runs I've done I've only had 1 or 2 runs where everybody ends up leaving because the team is incompetent. Most of the time even if the team isn't doing too well, people tend to carry through anyways and seem to be pretty pleasant at then end of the run.
Edited by leongrado, 04 March 2013 - 03:33 PM.
#13
Posted 04 March 2013 - 03:52 PM
leongrado, on 04 March 2013 - 03:33 PM, said:
I think most of us can agree(at least in my experience) this is a pretty rare occurrence. Out of all the CoF runs I've done I've only had 1 or 2 runs where everybody ends up leaving because the team is incompetent. Most of the time even if the team isn't doing too well, people tend to carry through anyways and seem to be pretty pleasant at then end of the run.
Very true, and it's in these situations that gaming buddies are born:) because you faced adversity and actually finished something with odds stacked against you.
Know what I call that? Fun.
#14
Posted 04 March 2013 - 04:11 PM
also, CoF isn't exactly UW from GW1 either. When people start clearing Arah paths in 8 minutes with a specific build for the whole party that ruins the whole balance of the game (see: assassins and shadow form in gw1), let me know. I fully expect CoF to get the next dungeon rework like AC got and the tears to be delicious.
Edited by matsif, 04 March 2013 - 04:12 PM.
#15
Posted 04 March 2013 - 05:14 PM
#16
Posted 04 March 2013 - 05:30 PM
#17
Posted 04 March 2013 - 11:20 PM
leongrado, on 04 March 2013 - 06:01 AM, said:
Those are difficult questions to answer. It's controversial because it could easily turn into a discussion of what professions/ builds (including the gear and use of food etc) are perceived to be OP and likewise professions that are perceived to be underpowered. Then comes the calls for certain things to be buffed and some things to be nerfed. That may be the simple answer but it is not necessarily the right answer. What they could consider is implementing mechanics that make elements of 'support' useful, but that's way more difficult.
No, I don't think the game is headed in a good direction at this point but it was inevitable. Once people get the mechanics down pat, it's just a DPS race to bring mobs down as quickly as possible. I've watched videos of full DPS groups in dungeons and they make everything look so quick and easy. They take a couple of swings and everything is dead in seconds. The other issue is the capacity to sustain a prolonged fight. If we run a group with insufficient DPS, will we have sufficient damage mitigation to survive a longer fight? So in these cases damage is king.
As I've said before elsewhere, Anet was very successful in removing the 'trinity' from GW2. In so doing they have created a case for pretty much ONE breed of builds: the never-ending push for the highest DPS. Should Anet do anything about it? Depends on who we ask...the answer will differ according to who plays what. Some people with multiple toons will be open to running DPS or 'support' just by switching toons so they could be indifferent. Can they do anything about it? Maybe. I'm not a programmer, but as I said earlier, introducing mechanics to the game that make elements of 'support' more useful may even things up a bit.
On a fair number of occasions now I've had the pleasure of running with a group that doesn't do speed runs (and don't care what builds each person runs), does everything 'legit', and in some dungeons we kill absolutely everything including the silver mobs which I understand are supposed to be very challenging. It takes substantially longer than a speed run or one using exploits/ bugs but we don't run into any major issues. It's great fun and I'm more relaxed in these than in the speed runs, and we even have 5-10 minute breaks between runs. All good and healthy. Obviously some run the dungeons for the fun and the coin. Others just run it for the coin, nothing wrong with that, we only have limited hours in a day.
Edited by Bloggi, 04 March 2013 - 11:32 PM.
#18
Posted 05 March 2013 - 01:27 AM
#19
Posted 06 March 2013 - 03:18 PM
Like @El Duderino said, People will always find a way to complete content faster.
#20
Posted 07 March 2013 - 04:04 PM
#21
Posted 07 March 2013 - 05:11 PM
leongrado, on 07 March 2013 - 04:04 PM, said:
And if they make is so that balanced teams are required to make it through, we will be getting groups turning away people because they already have a member playing that class.
You can't avoid people theorycrafting and figuring out the most efficient way to do something if it gives them rewards. Designing an encounter in a way to prevent it is most likely just going to end up with some bland content that the people who want to do it for fun won't do either.
PSA: End of line.
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#22
Posted 07 March 2013 - 05:29 PM
leongrado, on 04 March 2013 - 06:01 AM, said:
CoF path 1 is cake walk; that's why a team with excellent dps would be optimal. The fastest I've complete CoF path 1 was within 6 minutes, on my mesmer, in a team with 3 warriors and 2 mesmers, all in full berserker gears. THat wouldn't have been possible in a team of PUG with something like 2 guardians, 2 necros, and 1 ranger.
Of course, that's just CoF path 1. Bring "4 zerker wars & 1 mes" team to Fractals of the Mists levels 30+ and . . . heh, I guarantee a lot of wipes would happen, not to mention that the Volcanic Fractal's final boss would be impossible for such a team.
leongrado, on 04 March 2013 - 06:01 AM, said:
ANET has already making their changes, I believe. Recently they just changed AC . . . so much that even with my core group, we only able to speed clear path 1 within 10 mins. It takes us 15-20 mins to clear AC path 2 and 3 now, which didn't happen before.
I also can't imagine doing path 3 with PUG any more, seeing as Warmaster Grast takes so long to pop up his shield and die so easily.
And they promised that other dungeons are going to change, too. Come to think of it, I wonder if any dungeon would change significantly this upcoming March update.
Edited by Digilodger, 07 March 2013 - 05:38 PM.
#23
Posted 07 March 2013 - 05:45 PM
That is why I personally dislike these profession and build specific team compositions.
#24
Posted 07 March 2013 - 06:44 PM
#26
Posted 07 March 2013 - 07:42 PM
El Duderino, on 04 March 2013 - 02:35 PM, said:
As this game progresses, people are going to find the best & most efficient ways to tackle content.
No matter how hard ANet tries, or how many people think that this is something that was an inherent problem with GW1 that GW2 fixed, it will always exist.
It is human nature to do things bigger, better and faster.
Quoting because this person said it all.
Good or bad, it's in human nature to optimize. This is kind of why I think games in general should move away from binary victory-or-failure outcome combat-oriented design.
GW2 is a step in the right direction, though.
#27
Posted 07 March 2013 - 07:51 PM
Plus the more dps oriented your group is the more lax each person can be individually on dodge and block timing. In 4/1 speed runs as the mes, I mainly just need to keep behind the boss in melee. I can soak and out heal the normal/aoe attacks. The second those melee get replaced with ranged character or support characters, it becomes a whole lot harder to stay in melee. Plus the ability to single shot out base level foes/adds, is WAY more useful to rez people than to actually stop and rez them.
#28
Posted 11 March 2013 - 12:17 AM
#29
Posted 11 March 2013 - 01:04 AM
#30
Posted 11 March 2013 - 01:32 AM
Coooturtle, on 11 March 2013 - 12:17 AM, said:
But they will spend 5 minutes waiting for a warrior. Go figure lol.
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