You're not a scrub, you're trying to do what many other players are too afraid to do. The real scrubs are people who stay at Ranged for entire dungeons and don't fight up at the front, ever.
First, it's very hard to melee when you're alone. I suppose one of the best pieces of advice I can give is, try to find a group of players willing to fight up at the front with you.
Next, it's important to utilize CC and LoS to keep mobs in control. Stcking in corners and pulling them into manageable chunks while keeping them stunned is very important to the success of a melee pull.
Finally, some bosses are just difficult to Melee all the time. The Archdiviner of Cliffiside in particular has some pretty unforgiving and short tells. In these cases, I'd suggest trying to Melee when you can, but having a Ranged swap to back off if you're low on endurance and blocks.
Relentless Raven, on 12 June 2013 - 06:08 PM, said:
Part of the reason I started playing Guild Wars 2 is that it was much more accessible. There was no end-game gear grind, there was a unique event and non-quest questing system, but then you hit 80 and after a while everything gets repeatitive. A plateau is hit where there's no room for advancement. Perhaps that's by design but, for me anyway, it gets rather stale. There's nothing to aspire to aside from what cool weapon and armor skins you can collect. Even in the Fractals you get margainally better gear that has the main added bonuses of allowing you to progress further into that particular "dungeon". Adding ranks in WvW is a step in the right direction but by and large Guild Wars 2 has become fantasy combat themed dress-up and I've grown bored of it.
Am I wrong?
The reason why cosmetic progression is not working for Arena Net is because there is none in the first place.
Since your guild is into speed clears, don't you yourself wish speedclears were more challenging than straight out just DPS and dodge the boss. Wouldn't you feel more challenged & satisfied by overcoming a difficult boss encounter through crazy tactics rather than just DPS him down before he does any significant damage?
We would love some challenging progression based content, sure. But the riders make the race, not the parcours: just because content isn't super difficult doesn't mean speed clears aren't competitive; the challenge comes in racing other guilds/teams rather than the challenge being about the difficulty of the content itself.
As far as the rest, I see a big difference between class discrimination and spec discrimination. Class discrimination is mostly wrong, as I said there is at least one good build for each profession so I don't see why a party wouldn't take one "bad" class. So I see this as a bad thing in the community.
But spec discrimination isn't bad. People SHOULD run good builds. Let's imagine a fantasy scenario where healing was good. And lets say in this scenario staff ele was the best healer in the game and every team wanted one in an optimal team. Well let's say the one ele in your guild wanted to run DPS, or condition damage or some awful hybrid. He would still be complaining about how the "meta" is constricting him, and he would still be unhappy. The big problem is some people can't/won't accept meta builds regardless of what the meta is. If the meta was healing, the best players would play healing, and the scrubs would play crap non-healing builds and complain about the CLERICS OR GTFO META.
The general point, though, is that a lot of those builds run somewhat counter to the image most people have of those professions. Which is probably why they didn't get nerfed in beta - fewer people used them, so there was less opportunity to find out that they were among the most powerful builds for their respective professions. Either way, you can't really blame people for wanting to play a profession the way they envisaged the profession to be played. You are, of course, free to insist that they run the build you want and to kick them if they don't, but you do have to accept that you are being elitist if you do so.
Since everyone else in this thread seems to argue with fun I am going to do the same now: I enjoy fast and smooth runs. Of course it would be ridiculous to expect speed clear records when pug'ing, but is it really irrational when you don't want to spend an eternity fighting each and every HP tree in this game (there are a lot of them) because some of your teammates think it is best to range them in full soldier gear? I think it is not.
Call it elitist if you must. I don't see how it is wrong when you don't want to carry people who can't contribute through a dungeon. Keep in mind, it is your time after all. Most of the content in this game can be done in a fraction of the time some groups need just by having properly geared teammates. If people enjoy spending 5 minutes killing the searing effigy or comparable boring bosses, okay, great for them. I think that's plain boring.
After all, I guess it is indeed true that everybody wants to have fun playing the game. And if two person's definition of fun is directly conflicting with each other's than it is probably best if they don't play together in the first place. For the sake of both parties amusement.
They've been the equivalent of a machine gun dropped into a musket battle.. But once they can't damage rams (coming patch) I think the balance will be acceptable. As a team that burns all it's supply on AC's will be sorely disappointed at the result.
On the whole, I am having a blast in WvW right now, fighting as the underdog in WvW.
I am not sad to see fair weather warriors disappear, either. I am OK with that.
The only two issues I am having right now that pisses me off are;
1) JQ zergs break and run. This really irritates me. However, this is a natural side effect, I think, of JQ not having large guilds that form the core of our zergs. Guild zergs are better than PuG zergs. Thats just life, you have to accept it.
2) I am happy as long as we are ticking 120+. That means I have somewhere I can go, get into a fight, and have some friends and allies around me.
Ticking 60 PPT and stuff like that just means everyone quit, and I am looking at facing 1 vs 40 every fight if I go to any map. This happens from time to time, and since I only play to WvW, it means that I just turn off the computer and go do something else.
All I want is a good fight somewhere I can join in on. Damn the score, and damn the quitters.
The most rewarding profession to play (in my opinion) will be determined by two criteria, and the one you prefer is up to you.
The profession that requires the most micro ability to excel with. Maximizing this profession requires lots of APM and micro skills to get the most out of it, but when you do, it's validation that you're competent. In PvE, I would say Engineer is the best for this, since the best ele build doesn't require much micro. But if they nerf Lightning Hammer a traditional ele would also be up there in micro, however an engie will do way more damage and be more useful.
The class capable of carrying a team the most. I would say that Guardian is this. A good Guardian is capable of carrying awful pugs and making encounters trivial and smooth. If your ideal of "rewarding" is having bad pugs you carried say "wow that was the smoothest I've ever run ______" then a Guardian is probably the one to roll.
It seems like people are confusing two issues here. Complaining that Defiant/Unshakeable limits the type of boss mechanics available is valid. Berserker gear being the only viable gearset is also a valid thing to complain about. But those two are not the same, and not particularly related. Even if you had to CC a boss (imagine Bjarl but more punishing for failure to interrupt) to pass the mechanic, DPS would be be the preferred gear across all classes.
The only way to make dps not the preferred method is, as others have said, to make support (like a full cleric water ele) better and make the encounters require the better healing. Within the framework of what the game engine is like now, that's probably some kind of constant environmental effect that is also time gated so that even if you kill the mobs fast enough you will still DOT out unless you have party healing. But... does that sound fun? I'm not sure that is at all an improvement over what we have now.
I think some aspects of molten facility are a step in the right direction. The cold room with the DOT effect was good. The Protector mob who had to be CC'ed is good. A lot of the guild bounty bosses have interesting mechanics that are quite difficult to melee, and it's clear to see that this is the direct future content is going to go. If you look at the trend of fractals to new AC to guild bounty to molten facility, it's pretty clear they are going in the right direction.
And toughness/vitality are pretty useless, Anet thinks difficulty is based on adding bigger numbers to the enemies rather than adding any type of strategy to the AI.
...it's the encounters and mobs that are not punishing anyone for not having defense on top of it. This wasn't the case in GW1.. wonder what happened over the years in the making of this game.
ANet was just absolutely terrified that if toughness and vitality actually made a tangible difference, that somebody would use a tank in a dungeon. We can't have people playing the game that way, so we need to make toughness and vitality useless. The same is true with healing.
They approached the design of the game with the bitter hatred that a DPS accrues while waiting for dungeon queues in WoW, rather than just rolling a tank/heal spec. While completely ignoring the fact that some people actually like something existing besides putting out as much dps as possible.
I think we have an elitist here, telling people who can and can't play mmos.
Those nasty elitists ruin every game they're in
I hate how they're so much better than me
Also, missed this little gem:
Dasryn, on 30 April 2013 - 04:08 AM, said:
but can you blame them for having to meet their financers demands? i cant, you think Wildstar isnt looking to please its financers? they all do, because they have to. Blizzard is an exception because they bring in so much on their own. but the rest of them? they HAVE to play by their investor's rules.
this is natural for ALL mmos except WoW.
Are you serious?
Are you trying to say that people should play an MMO out of sympathy for a developer, rather than if it's a good game or not?
This quote hammers in your white-knighthood.
"Can you really blame them for putting out a game with utterly backwards systems? Their publishers forced them to!"
Disregarding, of course, the fact that many of the systems ANet had time to get right utterly flopped due to being counterintuitive to other systems in the game.
My condition heavy spec I use in WvW is so terrible out in the PvE world. I melt Molten Alliance invaders in seconds flat, then sit and wail on their stupid personnel carriers forever. There's no way I'm going to retrait every time I get in and out of WvW under the current system, however, so that character has been resigned to WvW and PvP only.
So the system has me not only flipping between builds, but between entire characters/professions/races. So much for a sense of immersive permanence.
They've given much the same answer for why WvWXP is per character rather than account.
As much as I like many things about the game, these terrible decisions for a sense of "permanence" and "choices have consequences" is just dumb.
Guardians with condition builds isn't their playstyle, even if you forced it. Burning on a Guardian is themed more towards little perks you get with it, and it mainly shines in PvP with the all out aggressor type builds. Also, you're talking about moving traits from where they really do belong. Virtues deals with the passive and power of the virtues, why would you take away a trait that deals with it? Same as the Valor trait, it deals with blocking. If you're blocking, that implies you're being more defensive, if you're being more defensive, why not have it in the defensive tree?
Radiance deals with conditions, of course, but also 1 handed weapons, mainly swords. Swords are probably one of the fastest attacking weapons a Guardian has, which procs Justice quite frequently. The burn damage isn't bad, it's not really noticeable, but the damage adds up. Honestly, if you want a condition damage build, go play Necromancer, or even a warrior, since conditions are more into their playstyles.