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The breakbar GATE!


kanemi.4903

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On 11/16/2021 at 11:42 AM, OGDeadHead.8326 said:

And when was that? Oh, you mean pirated games? Afaik, manuals for games were a thing even in the old C64 days...

It was quite common in Finland at least, that people got these disks with multiple titles without any sort of booklets at all.

And yes, we bought them from a store, so no piracy 😉

 

We also played lots of shareware games, none of those came with any sort of manuals either.

 

And as I stated earlier, it often makes people better at games when they have to figure stuff out for themselves, and for some strange reason, there seems to be a lot of professional gamers coming from this country.

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On 11/14/2021 at 10:42 PM, battledrone.8315 said:

that would tank the servers on a unprecedented level. and if people were interested, they would had found out on their own.

fact is: it is a boring mechanic, and it prevents players from using the skills they prefer

It's better than nothing and better than allowing players to CC bosses.  Did you have a better idea for making CC skills useful against bosses?

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On 11/14/2021 at 2:41 PM, Firebeard.1746 said:

There's 3 breakbars in DS where you literally can't progress the event unless you do and 1-3 in Forging Steel, the current return to. I mean currently there's lots "teaching." It's a common complaint and anet has been trying to address it all throughout IB saga. 

The only thing Anet could do further would be like blinking indicators on skills when you have a mob with an active (blue) breakbar up. Like maybe a yellow blinking outline for soft CC and a blue blinking outline for hard CC.

 

In forging Steel where the NPC literally screams "get in the tank"?  After you already learned the chaining technique earlier in the level?  People need to pay attention and they will learn the mechanic. 

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54 minutes ago, PookieDaWombat.6209 said:

 

In forging Steel where the NPC literally screams "get in the tank"?  After you already learned the chaining technique earlier in the level?  People need to pay attention and they will learn the mechanic. 

Although..... that does teach you sometimes there are story CC items/actions that will break the bar, but it doesn't explain why your staff 4 skill barely shaves a sliver off a blue bar but pistol 4 takes a good chunk.

I'm not sure people are completely oblivious to defiance bars, so much as have difficulty getting their heads around the complexity of them. Read down the wiki page on defiance bars, you'll see, "...most often (though not exclusively)...", "...may be....", "...may also....", "...one or more of the following...", "...it may sometimes...", "...in some cases...", "Rather than [the usual mechanic], some enemies....", and "...not the same for all enemies, and not all defiance bars scale...".

There are so many variations across enemies and character skills that it really is a complex system. I'm not saying every enemy should be the same, but there is quite a bit of learning involved to truly get this system, far beyond "shoot chain at target and pull".

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11 hours ago, AliamRationem.5172 said:

It's better than nothing and better than allowing players to CC bosses.  Did you have a better idea for making CC skills useful against bosses?

i am against the whole concept. you dont stop a tank with tear gas and caltrops either. and it is using resources to actively make the game smaller, by limiting the skills you can use. as far as the representation goes: its a blue bar. it is there, and then it goes away

again. not impressed.

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13 hours ago, AliamRationem.5172 said:

It's better than nothing and better than allowing players to CC bosses.  Did you have a better idea for making CC skills useful against bosses?

It is long time since ANet and Devs changed this system and if I recall it corretly the motivation for this change where that on low level maps stronger player simply farmed those mini-bosses and in particular hearts could be hard finish as those bosses where so fast gone that player had to camp those so they could at least get one hit at it before it was gone. Same for harder world bosses where they melted before new PC (which didn't have much damage) could register to get any reward from participating in that event.

During that era Power build was also dominating meta, so Defiance bar where meant to prevent Power builds to more or less one shot everything as Condition builds always had to manage time to get full effect of their damage. Over time meta have changed, so Condition builds are better to keep up with Power builds in doing damage and today we have attributes (quad) that also make Power builds less glass canone then at that time where Berserker where the only option.

With this change weaker PC can now do enough damage and still get reward. This is to prevent issues like bosses that would instead scale of how many player that are around a certain boss as it also open to abuse. With Definance bar it is easier to balance different level of characters and population as players now only need to use the right skills which have condition that do soft CC or skills that can do hard CC to take down that bar.

With Unstable Magic we got a second feature that sometimes heals bosses (small object that needs to be killed or adds), but we don't have to deal with real healers (in worse case it would be possible to have healers that heal both themselves and boss heals them; ending in a pure DPS race where all NPCs need to be killed at same time) as in other games which cause a lot of trouble for low populated maps. There are also some bosses (bounty) that have shield effects and so on, but it those are aso very limited in this game.

Defiance bar is in my opinion the best solution so far as it make it possible to prevent bosses to melt from zergs and give some kind of control to players to handle without being to complicated.

That is the reason why most OW players might not learn how this work until they realise that certain abilites migh work better to get Defiance bar down faster as with a large enough group (zerg) there will always be a brute force mechanic from the pure number of player and how powerful that amount of player is against a single target with each damage type.

Edited by ShadowCatz.8437
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