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Arkham Creed

Member Since 24 Sep 2010
Offline Last Active Today, 04:14 AM

Posts I've Made

In Topic: Possible reveal leak - Spoilers

Yesterday, 05:36 PM

View Posttypographie, on 01 September 2015 - 01:23 PM, said:

You may end up being completely correct, and if Arenanet can somehow strike the perfect balance between accessibility to the masses and relevance to the dedicated, I'll be as happy as anyone. But I'll believe it when I see it.

Yes, Arenanet attempts to design content that rewards positioning and timing more than it rewards picking "the right stats," and to a degree they have succeeded. You'll have a much harder time even in existing combat if you can't dodge than if you go in with some bizarre stat setup. But at the end of the day when two groups (or, presumably, raids) both have the coordination to complete the encounter, the one with higher DPS is still going to end up being the preferred method. Just like in current dungeons, if success itself doesn't hinge on DPS output completion time still can. Call it a lack of imagination if you want, but I struggle to see how they're going to get around that.

The Marionette fight was certainly made more interesting for the reasons you described, but it was also a fight without an effective player cap. When you are limited to 10 players, it's not only made feasible but it also becomes very important to fine-tune and optimize the group.

And to be clear, I'm not talking specifically about Berserker gear. The presence of raids in the game certainly have the potential to shake up the meta, and even now we've seen condition damage builds become very viable in some circumstances. But there will be a meta, one way or another. It can't really be designed away. It's almost a force of nature that the community will find optimal methods, even if they differ from the current ones.

Agreed. That said however I feel that Arena Net is making changes that will at the very least alter the meta. I refer to, among other things, the break bar. It can only be destroyed via control skills, and we've seen that it can mute the incoming damage a create takes by at times a substantial amount. This means that in HoT content a full zerker meta team would paradoxically have lower overall DPS than a mixed role team, as the zerkers are being muted by the break bar, while the mixed role team can simple control-spike it down and subsequently deal damage unhindered. If Arena Net makes good on their stated goal to expand such systems throughout HoT content and to require more than just damage and control the meta as we know it will cease to exist in the expansion.

Likewise control is a much more active role than a stat role, as it requires proper timing and positioning to pull off. The same can be said, to a degree, for support due to the number of momentary or active defense options such as aegis or other barrier skills. Really because healing has long been so downplayed in GW2 the only role that benefits more from player attributes than player skill is damage. And as the damage role becomes indirectly downplayed by necessitating control and support roles the overall combat dynamic of the game will shift more into a skill based meta than a stat based one.

Obviously that is the best case scenario and Arena Net could very well fall far short of it, again, but I for one have a degree of hope due largely to the upcoming changes to creature AI. I haven't covered AI here, but it too has the potential to greatly increase the required skill cap for Guild Wars 2 without resorting to statistical balance.

In Topic: Possible reveal leak - Spoilers

31 August 2015 - 06:24 PM

View Posttypographie, on 31 August 2015 - 02:41 PM, said:

Elitism and gear-pinging may be related, but they are not equivalent. If the content is challenging enough that you cannot expect to complete it with sub-par gear and builds, your group is inevitably going to be concerned about your gear and build. The alternative is for the content to be so easy anyone of any gear/skill level can complete it, which means that those who really want to complete a serious end-game challenge probably aren't going to get to. Simply being asked to ping your gear to make sure you are prepared for the content is not a "hell-hole" scenario in my personal opinion.


This is an artificial binary system that players have created themselves and reinforce themselves in spite of balance and mechanics. You made this statement as if those are the only two options; they are not. It is quite clear, and has been for a long time, that Arena Net is trying to design content that finds challenge outside the divide of "gear vs casual." Yes they have stumbled with that before hand, but it is nevertheless apparent that Guild Wars 2 IS NOT intended to be a gear/build beats all game. The most important factor is meant to be player skill, reaction time, and adaptability. In essence GW2 is meant to be a game with challenge based on the execution of tactics, not merely stat stacking and build optimization.

Again I agree fully that they fell well short of this with the core game, but the expansion is a chance for them to correct that error. And just look at what Colin said about raids; his example didn't involve DPS numbers or gear pinging; it involved coordination, timing, and proper use of the gliding mechanics. And no tier of gear, no prefix, and no amount of build optimization is going to influence those three things. GW2 core is a gear based game, but it wasn't supposed to be, and it is too early to say if HoT will be as well. But one thing is clear; Arena Net is aiming for it not to be. As such judging the potential challenge of HoT content based on your experiences with what amounts to an entirely different genre of MMO is disingenuous at best, foolish at worst.

And it isn't even like Arena Net hasn't done this before; look at the Marionette fight from Season 1, something that I feel was one of many test runs for raids, entire zergs with the best gear and lots of experiences trivializing dungeons got flattened over, and over, and over again. That fight ultimately wasn't about DPS; it was about coordination, about being in the right place at the right time, about adapting to tactics, learning patterns, and communicating with your allies. And those events that failed didn't fail because someone wasn't in zerker gear; they failed because someone missed a dodge, or didn't know the event, or simply wasn't paying attention. That battle was far more about player skill than player stats, and it was clear from day one that this is how Guild Wars 2 was supposed to be in its entirety, and it is what they are trying to recapture with Heart of Thorns.

In Topic: Heart of Thorns releases 23 October, 2015

28 August 2015 - 06:12 PM

Hm...sooner than I predicted....I must be slipping.

In Topic: Possible reveal leak - Spoilers

28 August 2015 - 01:08 AM

Hm....well that's....going to make some people very happy. And others....no so much.

In Topic: Upcoming Heart of Thorns Beta Weekend

27 August 2015 - 03:45 AM

Boo...I'm going to be busy with Dragon Con all weekend. Why must Arena Net set a beta weekend at the same time as one of the world's largest annual "geek" conventions?