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Mikegrann27 karma

So, they arrived on time but it still took a couple hours to get their business done?

Yup, sounds like the DMV to me.

Mikegrann11 karma

What they really need is content that encourages different playstyles. You can already imagine enemies which incentivize new tactics. How about an enemy who takes a tiny percentage of your raw dps as damage, but is still very susceptible to conditions, making condition builds more viable? How about a battle against an enemy who can only be hurt via traps (thus limited damage to timed intervals and separating it from personal dps)? What if that same enemy did constant damage over time with poison or other conditions, testing your survivability and condition removal? What if we had content that played more to individual roles, like letting only one or two players face the condition damage of that boss I described, thus allowing a tank to play that role while other players provide healing and condition support? In my opinion, guild wars 2 gave us some very awesome bosses with unique mechanics, but either by choice or oversight they've made almost all of them beatable with sheer dps tactics. It's not that the mechanics aren't in place, it's that the designers don't explore them properly to make multiple strategies optimal.