• Ravi@feddit.de
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    1 year ago

    Yeah that's a good goal to get to. But that's also hard to achieve, without making skills feel weak, because you basically have to make auto attacks very strong.

    We can totally agree though on the teaching of mechanics. Gw2 has a lot of mechanics per encounter, that seriously reduce your dps output if you don't know how they work. We rarely have classic "punching bag" bosses like other older mmos. Anet did a good job with the two new strikes though. They are very easy to understand, so easy that you can beat them on the first try.

    • Necropola@lemmy.sdf.orgM
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      1 year ago

      you basically have to make auto attacks very strong.

      Why would this require auto-attacks to be stronger? I don't think that the average player (apart from the very lazy. Yes, I know those exist.) is only (supposed to be) using auto-attacks. I think that most players like to use their (impactful) skills. What makes it hard or rather makes a huge difference in DPS is that timing matters a lot, e. g. Blight stacks and their consumption on Harbinger.

      I'd also assume or rather hope that less experienced players are making slightly more defensive gear and trait choices which allows them to make a few (minor) mistakes during the course of a boss fight without getting downed or being a constant burden for the healer, i. e. trade some (max) DPS for more survivability.