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suggestion: Lock classes and builds upon entering the raid


Cougre.6543

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Let's bring a system that's already in PvP over to PvE. In addition to locking the build and class, the raid would also have to lock out players/characters that didn't start the raid.

cons:-the possibility of more frustration when pugging: A negligible downside as players would now be encouraged to team up as a guild in an MMO, and we already have five guild slots.

pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.-less downtime: People now literally can't switch between every encounter as their squadmates wait for them to be ready.

As this system was already in place in GW1 for instances that are similar in length to a GW2 raid, I don't think this idea is too outlandish.

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no, just no. nobody would benefit from this and your pros are as likely to come from this as doing fortnite dances is in getting me a GF. the only thing you would accomplish is to turn the pug community into an even more toxic cesspool and probably kill the top raiders as its significantly more difficult to experiment with new strats (which is where alot of the fun in new raid releases comes from)

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agree with your point on con...


but pros...

@Cougre.6543 said:pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.

unless you are MightyTeapot, you'll most likely be kicked out from pug groups for not sticking to tried and tested build on metabattle

@Cougre.6543 said:-less downtime: People now literally can't switch between every encounter as their squadmates wait for them to be ready.

having to jump out the raid instance to respec adds more to downtime from loading, dont see how that saves more time ???:confused:???

As this system was already in place in GW1 for instances that are similar in length to a GW2 raid, I don't think this idea is too outlandish.and especially punishing you dont go in with the right build, can you imagine going into FoW or UW with a 55 Monk but forgetting to bring Protective Spirit?

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@Cougre.6543 said:pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.

This is actually completely wrong. When you have to bring everything already at the first boss you generate less choice and less build variety as those builds need to be useful at all bosses in that wing which further limits builds and classes that are viable.

Things like condition DPS in Wing 6 will straight up disappear as they are useless on the first boss, Boss 3 favors power and they only make boss 2 easier but are not required. Which also limits PUGs as it makes bosses harder and people choose their squad more carefully for less tries.

Also you can't bring as much backup for mechanics as before because you may need those slots otherwise.It would just massively decrease the fun in raids without any real upsite.

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@"Cougre.6543" said:pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.

I fail to see how this would be "more choice". If that would be the case you basically bring something thats good on every boss.

-less downtime: People now literally can't switch between every encounter as their squadmates wait for them to be ready.

And the time you gain from people not swapping you loose with slower boss kills.

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That would actually do the exact opposite of what the OP is saying.

The idea of being able to change builds during actually allows ppl to play different builds and be useful on case by case basis instead of staying into only one of them. Speed clearing and strategy crafting is heavily relied on that part. Different support builds can actually be used on different bosses on on the same wing. Locking things would just end up to everyone using only the one comp that covers all the better instead a combination of many comps.The reason i play mirage is exactly the ability to change mid wing. For example in W6 that i can play mirage for the twins. I would not play it if i had to stick into one class as power is more optimal in the rest of the bosses.

And any time you gain from not changing you will lose by less speedy kills since you cannot use what is best per boss.

Elite Specs are made to specialize on specific aspects and generally hybrid builds are less effective in this game than specialized ones. You cannot make jack-of-all-trades builds that easily in GW2. The classes were not designed for that (the elites at least). Locking things up would only hurt builds diversity and create more all around useless Specs.

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This must be one of the worst ideas I've ever seen a player asking to implement in any game I've played for the last 20 years I played video games.

This means whenever someone would leave the raid you would have to start completely from scratch. Even vanilla WoW wasn't this bad when it came to how raid instances work.. And that's just one argument against this of many.

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Hahahahahahahaha...

catchingbreath

Hahahhahahahaha....

No.

A small hint for future ideas:

Being intentionally restrictive just for the sake of it is never a good idea. Even good developers know this and when designing things will try to keep restrictions to an absolute need to be minimum.

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@"Cougre.6543" said:pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.This is a con, not a pro. Being forced to bring a single build/character for the entire wing means less variety in the slots being filled.

-less downtime: People now literally can't switch between every encounter as their squadmates wait for them to be ready.I suspect you'll need to show evidence that waiting for people to swap toons/adjust build is a primary factor in slowing progress. Moreover, it's very likely (with 10 people) that someone is going to forget one skill or trait when they enter, until a specific encounter reminds them, which will result in the entire team being hampered or having to start from scratch.

As this system was already in place in GW1 for instances that are similar in length to a GW2 raid, I don't think this idea is too outlandish.This "system" wasn't in place for GW1; the game couldn't handle characters leaving an instance or swapping builds That is, it wasn't a "feature" of the older game; it was a limitation. It's a massive QoL improvement that this game has enough power to be able to handle that.

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No, this just makes things worse for everyone involved. What would even happen when one player leaves? Do you start the wing from the first encounter again? Are you locked out of the wing for the rest of the week? Do you have to dissolve the squad and invite everyone again?

Everyone:Can't adapt skills to the upcoming boss. Cairn and MO don't require cc, Samarog does. Now you can't switch skills at Samarog. You either planned ahead and dragged some useless skills with you for the first two bosses or you are screwed now. Deimos requires ranged weapons. Hopefully you already have them equipped and were able to kill the other 3 bosses with your Deimos loadout. Also I hope you find that portal you took for Escort useful at KC and Xera.

Pro guilds / groups:Can't test new builds per encounter. Can't switch builds to a more favourable setup.

Pugs:How many pug groups even clear an entire wing? Most groups I've joined have dissolved or at least replaced several members after each boss.

Casual guilds / groups:Can't improve on their weaknesses when they fail.

Face it: GW2 is nothing like GW1 and raids are nothing like FoW or UW. While I would love an elite area like FoW or UW in GW2, raids are not the place and game mode for them. FoW and UW are more like instanced explorable maps without check-/waypoints but with multiple events that need to be completed until you get the big reward. If they are ever implemented in GW2 they would need their own unique game mode.

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@Cougre.6543 said:Let's bring a system that's already in PvP over to PvE. In addition to locking the build and class, the raid would also have to lock out players/characters that didn't start the raid.

cons:-the possibility of more frustration when pugging: A negligible downside as players would now be encouraged to team up as a guild in an MMO, and we already have five guild slots.

pros:-more choice: As players now have to plan their group for every boss of the raid wing, greater consideration for a variety of builds that excel at different encounters and make the run safer would be brought.-less downtime: People now literally can't switch between every encounter as their squadmates wait for them to be ready.

As this system was already in place in GW1 for instances that are similar in length to a GW2 raid, I don't think this idea is too outlandish.Con: you have to do all 3 bosses in one sitting now, cou can't do them one by one anymore (or we have an easy workaround).

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