Or instead maybe they should improve healing and tanking so more people want to play it. And improve the group finder.
Thereâs nothing wrong with tanking and healing in PvE. People donât want to play these roles because theyâre exponentially harder than playing DPS.
You can only see lobbies for a single mutation level currently. Itâs a pain to go back and forth between them, but they said theyâd be improving the LFG system over time. Recruitment channel ususally now has people sying they opened a lobby for X duneon Y mutation level.
The group finder does need improvement. I think they should do the same as ESO. Where there is a list of dungeons you want to play at a range of difficulty you want and you are set into a matchmaker. First set of five for the common dungeon and common difficulty get matched and sent to the dungeon.
I am doing that right now. Grinding a life staff and finishing a healer build. I also got a tank. I think things would be easier and better if I didnât have to. Each build takes time and money, which for me it is okay, but most dps players just want to be a dps. We can suggest to each dps player to have an alternate, but look at what you are saying. In order to play dungeons more consistently you must have a tank or a healer alt. That right there is one of the problems with designing dungeons based around the trinity system.
If i could give you +10 i would.
People seem to forget that this is the backbone of NW. Not being locked into 1 class. If you want to min/max your play time then yes it is beneficial to be able to play anything anywhere.
The only class that you can truly main is a healer because healers are useful everywhere.
This is not something specific or new. When I played DAoC 20 years ago if you were trying to level a non PvE character like an inflitrator you were SOL and left to find your own means for getting xp.
The beauty of NW is that I can use my tank to level all of the builds that I really want to play instead of having to worry about having 2 or 3 accounts.
strong, massive disagree. Thereâs a reason why theyâre shifting back to the Trinity system and embracing it. Because it works. The only reason youâre seeing a rare supply of Tanks/Healers is because of what others said:
-Healers class isnât as fun as in other games, and the constant nerfs may have caused a drop in Healer classes
-Tanks are already rare right from the getgo because tanks are at the bottom of the totem pole in this game and need proper tweaking to be a fun class.
The solution isnât to just abandon all ship, but rather to tweak the other classes here to make them fun.
I donât agree with the OP their premise.
I do think people like this would benefit from a Story Mode or LFR difficulty for mutations. Neutered rewards and neutered difficulty that has a much lower bar in terms of group construction and skill. M10 LFR being somewhere around a regular M5 difficulty and a regular LFR being somewhere around a level 55 dungeon difficulty.
This is very much the truth. Both tanking and healing in NW right now are very unrewarding. Tanking is just not fun, isnât rewarded in pvp modes, and is very limited. Greatsword may help here.
PvP has been crying for healer nerfs since day one and they have been nerfed over and over. Some of those nerfs were justified, but people are still complaining that healers⌠heal? Keep smacking a role down and people will just stop playing it.
Then how can they make tanking and healing fun so others would want to play?
I definitely think they should test the fun factor in this idea. I just wanted to make a suggestion and give some feedback as to why I donât play pve much in this game, but if the majority of players think this is such a bad idea that we shouldnât even test it, then I will go back to playing PvP. I gave it a shot. Though I still think there is potential in pve that has not been realized because of the content being design around the trinity team composition.
Thatâs bcs there are not much healers or tanks in fact its not the tank or healer thatâs crucial its the dps u need 3 dps for 1 of the other roles ever thought about that(excluding solo and low man tries)
As for solo content u can if u want and play like souls.
Isnt that how all dungeons and raids are in mmo? Other than the ones that make everything walk in park and p2w ones which needs easy dungeons or the F2p canât do anything else
i would love an option to solo dungeons and have them scale 1000%
I posted about the trinity system in another thread. My take on it is not to decrease the roles, but to increase them to 5. I theorize that there is two other roles that are capable of existing that historically have been done in an inaccurate way. Those roles are Support, and Control (as i term them).
Constrol roles do things like provide counter-protection to control mechanics, or apply them. Think of them as a class that acts as âdiminishing returnsâ in which when their allied becomes controlled, or crowd controlled more specifically, they can either remove that control effect or return it to the one who applied it.
Support classes are something that have been done historically wrong in mmoâs that have for the long term been basically a âhybridâ between damage and healing. I believe this types of roles are best filled by âbardâ or âbuffâ related classes, or classes who sole purpose is to apply buffs to another classes and not really that of healing or damage hybrid support (where they have traditionally gone wrong as such roles do not really make them unique as much as they make them half-off discount damage/healers).
Also all the dungeon mechanics is solo posible
If this were to be introduced it should also remove fortify and empower from weapons which wonât make sense or the class will be ignored
Also NW. Dosent have fixed classes
No one is forced to specific class instead itâs about weapons so hybrid build will be there for sure
This being said i do not think the problem is really queue or role related. The servers themselves are suffering from low population rates. Cross server functions would correct the problem, Cross server functions provide would however infect the game with the worse type of disease, which will kill it in a way that it can never recover from, namely, the invalidation of guilds (aka social erosion).
I have gone to great lengths to try to warn the ags team to stay away from such concepts. Guilds must exist and taking moves to invalidate them will kill this game in a way that cannot be reversed. WoW is an example of this very issue.
When it comes to queues we have a fundamental issue, namely, that tanks often really have no âcompetition aspectsâ to their inherited design. Tanks never really compete with each other, instead they cooperation. In this way they simulate the aspects of horizontal progression, which tend to lead people âboredâ of gameplay.
If a system was created that could make tanks compete, as opposed to cooperation weâd see a rise in tanking based roles and a reduction in queues. I have not really given this topic much more though than this but i am aware that such aspects in design are possible and likely a solution to this issue.
For the mean time, there are just so many benefits that come from increasing server population cap, I believe such things are paramount to the future of the game.
While i agree a lot of classes should not have fortify, if you really think about it this is actually a genius move on the systems designers (you know them as class designers) part.
Fortifying based Buffs provide an easy solution to reaching âdamage reduction soft capâ. They also provide an easy way to kill such classes that depend on them through âpurgingâ or âbuff removalâ. This validates both the buff to light armor classe, as well as the validation of purge based classes, while at the same time providing a strong argument and reason to run heavy armor.
If fortify was removed from all these classes weâd see the meta swap largely to heavy armor users which would most likely invalidate dex-related classes (specifically bow/musket).
This would be a very serious and negative blow, to armor type distribution, to class distribution, and to various classes.
No not really yes it will make brusiers be heavy instead of light and bow and musket be ranged all the time i think it will make things intresting and force people to play how the weapon is ment to be played maybe affect rapier and spear a bit especially rapier main(.001% of the skilled players who i admire) but that can be balanced with making them assassin classes High crit and backstab multiplier
Yes it needs a lot of balancing and will be a pain but if want to introduce support class and assassin class(more of that bb one shot combo)