Guild Wars 2

GW2 has no raid content.

It never will.

One should not expect it to, nor play it for raid content.

Outdoor bosses are not raids. They are zerg fests with infinite re-spawn masses of players.

GW2 has no holy trinity so expect required skill/tactics/approaches to be far less complex than MMOs that do employ holy trinity models. This is not a bash but simply stating the facts. It might not be easy to kill something but it will not be because you are approaching it with the wrong 'plan' as the scope for plans are small.

I did some outdoor bosses in beta and there is no tactic, just don't die and spam DPS.
Think you right about the raids, but who knows they may rethink this in the future, even without tank/spank tactics raids could be built in.

Which is why I said outdoor bosses not 5 man dungeon content. :confused:
in know the confused feeling with some of the replies :D
 
Incidentally folks regarding raiding, I'm a casual gamer who can't sit for 4 hours straight on one game, but I'd like to option to raid occassionally. Lucky if I get 60mins undisturbed to play a game so I'm hardly hardcore :P

Raiding is another thing to do at max level other than craft, help guild mates and twiddle thumbs.

im the same. cant playf or 4 hours straight.
 
im the same. cant playf or 4 hours straight.

Even tho I'm in a guild, and I used to do this I don't, a) have the time anymore, and b) more to the point don't want to anymore.

One of the reason we push The Immortals as a casual guild, that people who join never feel they have to, yes we do have some people who still raid pretty hardcore, but thats quite a good thing having the mix, main point is that no one pushed their style of play on another person.

Having players across the spectrum kinda helps to balance the guild.
 
GW2 has no raid content.

It never will.

One should not expect it to, nor play it for raid content.

Outdoor bosses are not raids. They are zerg fests with infinite re-spawn masses of players.

GW2 has no holy trinity so expect required skill/tactics/approaches to be far less complex than MMOs that do employ holy trinity models. This is not a bash but simply stating the facts. It might not be easy to kill something but it will not be because you are approaching it with the wrong 'plan' as the scope for plans are small.

I did some outdoor bosses in beta and there is no tactic, just don't die and spam DPS.

27347canofworms.jpg
 
got another beta invite for this so going to give it one last shot , so far from 2 other betas I played I thought it was the most boring mmo I've played in last few years
 
Lol :)

Must admit I do worry that what Sin is saying could come to pass as its hard to have complex tactics in a Zerg environment. You could have them, but it would fail hard due to lack of leadership/co-ordination.

This has always being the problem, hence why I think people will not feel like they achieving anything with the killing of world bosses, may be fun the first few times, or if you do it in a small/guild only party.

Just need to hope that the dungeons are good and keep us coming back.
 
This has always being the problem, hence why I think people will not feel like they achieving anything with the killing of world bosses, may be fun the first few times, or if you do it in a small/guild only party.

Just need to hope that the dungeons are good and keep us coming back.

I just think they really need to provide a reasonable amount of diverse encounters.

The lovers in Ascalon Catacombs isnt bad - keeping them separated. I can imagine there being condition heavy fights and some kiting fights, iunno what else though.
 
As above really.....Arenanet are putting a big emphasis on the game being fun....or what they percieve to be fun.

Most gamers define fun as something that has a challenge......obviously the level of challenge depends on the persons skill.

If things are easy then it becomes trivial and wont give the player the satisfaction of achievment....instead it becomes turn up, watch the event and collect your loot.

I cant comment on anything other than the early levels, which makes any opinion invalid....but I cant see world bosses for anything other than loot cans.

I cant wait for the game and dont mind the no-raid approach, but wont find world bosses fun if its just mega zerg, collect chest.
 
Obviously the case at low levels but I struggle to agree with you that endgame dungeons will be a case of spamming DPS and rolling away from damage.

Time will tell, first impression mean a lot.
If you're going to skimp on the first world posses purely to ease people in make it a point, I do see stuff getting harder but even then, the level 80 stuff I've seen doesn't change much.

Erp, I quoted the wrong person.. hmm... well my statement stands for world bosses anyway ;)
 
Time will tell, first impression mean a lot.
If you're going to skimp on the first world posses purely to ease people in make it a point, I do see stuff getting harder but even then, the level 80 stuff I've seen doesn't change much.

Erp, I quoted the wrong person.. hmm... well my statement stands for world bosses anyway ;)
Think you right, World boss will scale with levels. and even if they hard in the first few months they will just be zerged to death.
 
I need this game in my life, i just rewatched a couple official trailers and just reminded myself that it gets me very hyped up about it:p:D

Wab you still looking for any GW2 members for your clan;)
 
Would be cool if out door bosses scale infinitely with the number of people around.

IE for every extra person increase hp by x% and for every 10 people increase damage by x%. Maybe even introduce new abilities depending on the number of people around.
 
Would be cool if out door bosses scale infinitely with the number of people around.

IE for every extra person increase hp by x% and for every 10 people increase damage by x%. Maybe even introduce new abilities depending on the number of people around.

The problem with that is someone could gather their mates and stand near the boss, making it scale up and making it far more difficult for the people trying to take it down.

It is a good idea but it could be exploited very easily by griefers.
 
Would be cool if out door bosses scale infinitely with the number of people around.

IE for every extra person increase hp by x% and for every 10 people increase damage by x%. Maybe even introduce new abilities depending on the number of people around.

That probably happens already, it isnt that fun in practice either - see charr shaman. After enough people are there you get one-shot by pretty much any attack. Plus the more people that join the more useless your contribution feels.

Adding new abilities would be cool though.

Edit - re griefing above, the scaling is measured by contribution, though there must obviously be some kind of measurable criteria for it which will ultimately be exploitable.
 
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