Mind you, I think what's gonna happen long run is for many encounters, groups with teamspeeak or such will work together to chain off debuffs to keep mobs controlled/weakened. if you do that right you can clear an amazing amount of content and not be in danger. It's just hard to do without voice communication.
Without healers, PVP instantly turns into a DPS button mashing tunnel visioned clusterfuck, so yes, I'd like to see a healer class.
That's actually the one area where I don't want healers. Healers sitting in the back making the game easymode for whatever side has the most of them is bad.
I wouldn't mind healing in pve, limited and not spammable, and in pvp have it with way reduced effectiveness.
Yeah this isn't the sophisticated, strategy using crowd here....Its pure DPS at its best and jump around like a bunch of wimps.......Taking away healing reduces the strategy, not increases it....As it is now, its just who can outdamage who...... WIth this strategy ,you can bet at some point the cash shop will be buy to win.
Yeah this isn't the sophisticated, strategy using crowd here....Its pure DPS at its best and jump around like a bunch of wimps.......Taking away healing reduces the strategy, not increases it....As it is now, its just who can outdamage who...... WIth this strategy ,you can bet at some point the cash shop will be buy to win.
Is it me, or is dragging the cash shop into every argument quickly becoming the GW2 version of Godwin's law?
Try not to throw up red herrings and confuse the issue. There's a lot more to the game than spamming attacks. Groups or even individuals that leverage their CC and debuffs will find that the game is far more managable. It's a design shift we're gonna need some time getting used to.
Now pvp...yeah it's possible no one will care. Right up until someone DOES play smarter and starts eating faces.
I'm enjoying the extra difficulty. Actually having to learn how to play a mmo again. Move around is the key and dont just charge in. One thing. Maybe revive could be a little ( little little) uicker. loving GW2
The guardian has some big Heal skills later on in game go play with them in Conquest.
At the moment Dynamic events are so easy with so many terribads standing in "fire" and getting owned. I would like some of the Dynamic events to be more challenging rewarding people on proper use of their long cooldown skills and utili spells to get the job done I dont think healing will ever be an issue if people use their heads.
A good healer in most games can often cover the mistakes of some of the poorer team members, the change that GW2 will force people to play much better and mabye use their brain.
We will have to wait and see in theother beta weekends or Release to see if removing the trinity was a bad idea but from what I have seen in these last 20 levels everything is working how it is supposed to. World v World v World is still in its early days where people still do not know what they are doing itl either stay as a complete zerg fest where it dsnt matter if you have heals or not.
There is a healer, the engineer. Find one, like the one I'm playing, that is specing his trait poitns into the healing "tree" and save the initial skill points to unlock Med Kit and Healing Turren and presto...you have a healer.
Same with the Guardian they have some crazy heals
Both of these and ele and necro can put out enough healing to be VERY useful to a good player.
BUT
In other games various healing classes can actually save the ass of very bad players who are doing nothing but taking damage at least for a little while. You will never be able to make the bads feel like they are playing well in GW2 the way you could in say Rift for example (just to take any of a number of games with very strong dedicated healing classes ).
If you notice GW2 does not have the tradiational get a flag runner and heal the living crap out of them gameplay in it. Because that gameplay sucks and is stupid.
Heals also saved the skilled players as well. You seem to ignore that.
Looking at the way you put it,,
wats the point of skilled player in GW2 using healing skill at all if they so skilled? Think about it. Skill doesn't determing if you need haling or not. It's your threat/hate level. If enemy believes you are a threat, they will come after you to kill you. Melee fighters face ths big time, since they are in your face, so they are a threat, and gets busted down.
Without healers, PVP instantly turns into a DPS button mashing tunnel visioned clusterfuck, so yes, I'd like to see a healer class.
That's actually the one area where I don't want healers. Healers sitting in the back making the game easymode for whatever side has the most of them is bad.
Yeah no kidding. People from GW1 should know about the monk factor, and people from WoW would be screwed if they came into a BG and the opposite faction had even one healer to their none. Powerful heals can upset the balance, there are heals in GW2, they're just not ridiculous.
Without healers, PVP instantly turns into a DPS button mashing tunnel visioned clusterfuck, so yes, I'd like to see a healer class.
That's actually the one area where I don't want healers. Healers sitting in the back making the game easymode for whatever side has the most of them is bad.
I wouldn't mind healing in pve, limited and not spammable, and in pvp have it with way reduced effectiveness.
But think about it,
Thats the same situation GW2 is having with ranged fighters. They sit in the back nuking where it's safe.
winning side is based on who has the most ranged fighters.
same issue. Do you want them to change that as well
Welcome to zerg pve and zerg pvp. the name of the game is hit and survive then move on to the next target and let the other players clean up.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Welcome to zerg pve and zerg pvp. the name of the game is hit and survive then move on to the next target and let the other players clean up.
Should that be a good thing or bad thing?
Anyway I am about to log back into the game. Ttyal
Log on and play for awhile then you tell me.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
If you need a healer, you need to learn how to use dodge and get out of the way. You can literally just move out of the way of some hits, read your opponents.
You CAN NOT play this game like u do other MMOS, and when i see lots of death in dungeons, i notice that's what other people are doing. I see some idiot up there trying to take a billion hits, not moving out the way, he's the first to die. I see some crazed loon off in the corner firing fireballs, practically putting a target on his back, no movement no dodging.
Forget other MMOs, the best practice for GW2 is a game like God of War. A game where you have to learn how to block and dodge. I realized that my playing that has really helped me with this game.
I talked about it in another post, but it applies here.
There's a vampire crypt in the char lands. The above is what happened the first few times with novice players. The last time, I went into hte crypt with 6 other people, but we all knew what we all had a strong grasp of our characters.
Characters through out heals and put down turrets when they retreated from battle. IN GW2, learn to be a coward, learn to step away from the battle, hide behind something, get your hp back. This is agreat time to boon or heal.
When youre damaging, watch for combo fields, smoke, fire that lingers, shoot or stab into them. Watch the positioning of your other players, players huddled together is never a good thing.
When you're up front, watch close for animation of the enemy swinging or about to hit and get out of the way, dodging sideways works better than dodging back.
When players know their characters, this game works better as cooperative play than any MMO out there. I know some folk think team work is spamming heals or yelling "hit me" while the dumb boss attacks just you. Good luck with that. GW2 is certainly teamwork like it is in real life. You are always in the battle. You don't have time to sit there and type up a paragraph of tactics as you're fighting. You need to look at what your teammates are doing and figure out what skill works with that, look at what hte boss is doing and figure out what your next move is and how you can help out the most. Observe the battle field and revive fallen combatants when they've been downed (and when its safe).
Your character build can not be one dimensional. You need a character that can be good at all 3 phases of play to be effective. I can heal with my healing turret, do a ton of damage with my rifle/bomb combos and control the battlefield using conditional explosives.
If you need a healer, you need to learn how to use dodge and get out of the way. You can literally just move out of the way of some hits, read your opponents.
You CAN NOT play this game like u do other MMOS, and when i see lots of death in dungeons, i notice that's what other people are doing. I see some idiot up there trying to take a billion hits, not moving out the way, he's the first to die. I see some crazed loon off in the corner firing fireballs, practically putting a target on his back, no movement no dodging.
Forget other MMOs, the best practice for GW2 is a game like God of War. A game where you have to learn how to block and dodge. I realized that my playing that has really helped me with this game.
I talked about it in another post, but it applies here.
There's a vampire crypt in the char lands. The above is what happened the first few times with novice players. The last time, I went into hte crypt with 6 other people, but we all knew what we all had a strong grasp of our characters.
Characters through out heals and put down turrets when they retreated from battle. IN GW2, learn to be a coward, learn to step away from the battle, hide behind something, get your hp back. This is agreat time to boon or heal.
When youre damaging, watch for combo fields, smoke, fire that lingers, shoot or stab into them. Watch the positioning of your other players, players huddled together is never a good thing.
When you're up front, watch close for animation of the enemy swinging or about to hit and get out of the way, dodging sideways works better than dodging back.
When players know their characters, this game works better as cooperative play than any MMO out there. I know some folk think team work is spamming heals or yelling "hit me" while the dumb boss attacks just you. Good luck with that. GW2 is certainly teamwork like it is in real life. You are always in the battle. You don't have time to sit there and type up a paragraph of tactics as you're fighting. You need to look at what your teammates are doing and figure out what skill works with that, look at what hte boss is doing and figure out what your next move is and how you can help out the most. Observe the battle field and revive fallen combatants when they've been downed (and when its safe).
Your character build can not be one dimensional. You need a character that can be good at all 3 phases of play to be effective. I can heal with my healing turret, do a ton of damage with my rifle/bomb combos and control the battlefield using conditional explosives.
If you need a healer, you need to learn how to use dodge and get out of the way. You can literally just move out of the way of some hits, read your opponents.
You CAN NOT play this game like u do other MMOS, and when i see lots of death in dungeons, i notice that's what other people are doing. I see some idiot up there trying to take a billion hits, not moving out the way, he's the first to die. I see some crazed loon off in the corner firing fireballs, practically putting a target on his back, no movement no dodging.
Forget other MMOs, the best practice for GW2 is a game like God of War. A game where you have to learn how to block and dodge. I realized that my playing that has really helped me with this game.
I talked about it in another post, but it applies here.
There's a vampire crypt in the char lands. The above is what happened the first few times with novice players. The last time, I went into hte crypt with 6 other people, but we all knew what we all had a strong grasp of our characters.
Characters through out heals and put down turrets when they retreated from battle. IN GW2, learn to be a coward, learn to step away from the battle, hide behind something, get your hp back. This is agreat time to boon or heal.
When youre damaging, watch for combo fields, smoke, fire that lingers, shoot or stab into them. Watch the positioning of your other players, players huddled together is never a good thing.
When you're up front, watch close for animation of the enemy swinging or about to hit and get out of the way, dodging sideways works better than dodging back.
When players know their characters, this game works better as cooperative play than any MMO out there. I know some folk think team work is spamming heals or yelling "hit me" while the dumb boss attacks just you. Good luck with that. GW2 is certainly teamwork like it is in real life. You are always in the battle. You don't have time to sit there and type up a paragraph of tactics as you're fighting. You need to look at what your teammates are doing and figure out what skill works with that, look at what hte boss is doing and figure out what your next move is and how you can help out the most. Observe the battle field and revive fallen combatants when they've been downed (and when its safe).
Your character build can not be one dimensional. You need a character that can be good at all 3 phases of play to be effective. I can heal with my healing turret, do a ton of damage with my rifle/bomb combos and control the battlefield using conditional explosives.
This is not good advice entirely.
While playing solo, you are right, you have no choice but to dodge to stay alive, because self healing isn't as simple as it is in other games. Group healing is different, and support classes in general are very different. You require a group that sticks together for the strongest heals (that I've seen so far anyways) to take effect.
I stay in one of two support roles the entire time, either my water attunement or my earth attunement. Earth is really good to be on the forefront because you can reflect projectiles, and you can put up a lot of slows and stuns.. and I couple that with some other mitigation techniques such as an elemental glyph.
But i stay in my water attunement the most, and thats where I have my traits set, which increases my healing potential. (yes you get a boost to a healing stat. Hows that for no dedicated healers?) When you are in a group and you know you have a water attuned healer, its important to have an eye for where the heals are going. These abilities are very good for keeping players alive, but even in the best situation, it can't overheal large amounts of damage. In that sense I can keep an entire team alive when they understand where the heals are going to hit, and its evident the majority of players don't yet understand it.
For example, I saw another elementalist using the geyser as an offensive skill... its not..
I understand its the first time a lot of us have played and theres a bit of learning as far as skills are concerned, but the game isn't that tough to grasp, and it isn't action-y enough to warrant extensive action-game playing to get your footing. By the time you reach level 10 you will pretty much be proficient in your class. I really don't like people making this combat out to be harder than it is. As far as complexities sake, its not much different than standard MMO fare, just.. now you can cast (most abilities) on the move.
This game is about coordination, rather than the trinity--GW2 has essentially created a new trinity which every person can switch between on the fly. It's the Control, DPS, Support Trinity as I've head it called on several occassions. This means instead of healing the support characters will pop AoEs that will give a team mate a buff that maybe speeds them up, or positioning themselves between a dying player and an enemy so that the player can get a chance to pop some heals (there are skills that help facilitate this kind of gameplay have you). I really like this new system personally, it's innovative--and sounds great on paper. I was able to actually pull some support play myself, and when it worked it felt truly awesome. I've been enjoying the direction of the game, although I must admit--am still a little behind the learning curve; but I'll get there.
Absolutely not. *if* you know how to play, especially know how to dance between playing defensively and offensively, you won't die. Period.
Not true at all. I'm on the side of not wanting healers, but you'll still die even if you play very well. I've been playing the theif(currently level 12) and I certainly know how to dance between offensive and defensive, but there are only so many things you can avoid for so long. I like to death lotus then switch to the short bow and use poison, repeat as I get enough initiative/it seems safe. I still die from multiple enemies targeting me at once, instant-ko attacks that don't have a warning, huge AOE's, etc. It isn't like your health goes down slowly and you can get out when things get iffy, you get hit for huge chunks of health and in 1 second it goes from being on top of the world to "Oh god! I'm gonna die!".
That would be silly if you could 'get out when things get iffy' too easily, but for the most part +1 to this.
Sometimes the fights just get ridiculous and the AoE is just nuts when you have 3-6 players fighting in one spot. There was a lot of moments when I ceased to feel like I was having fun because I felt like I have lost all control of the situation. I think that is something we will learn to avoid however, in the future.
I am sorry I have to say this, but this is a bad sign of our times. No, I am quite serious about it.
You can see it in every area of society in our days, that people suffer from egocentrism. They DON'T want to depend on others, they don't want to make compromises and cooperate. Everyone want's to be 100% self sustained and god forbid they depend on anyone for anything. That is why people all call for jack of all trades chars, and don't like having a clearly defined role in a team.
I see that as inferior character. A person who can not cooperate in a team is just a weak person, turn it as you want, because being unable to cooperate, to have a clearly defined role in a team is a typical attitude of children who want everything at the same time and never can decide and stick to one thing. It is a strong character flaw in a societey where egocentric infantilism is the bane of our (western!) societies. You see it in games the same way you see it in every other area, from work over politics even to relationships. People just look for their personal profit and to heck with putting yourself in the demands of real teamwork and personal dedication. I recall I realized this, when in my WOW guild people started a serious discussion that some people felt oppressed by the demand to wear the guild surcoat. "Oh, but that destroys my individualty *whine whine*". That's when I realized how the bane of hyper-individuality undermines us and will bring our society come crashing down someday.
Laugh it up, if you must. But that is what I see. Small things like games often reveal great issues, if you have eyes to see.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Sorry but a game is just more fun with classes for different roles. This is just one of the many things Guild Wars 2 did wrong.
If you think this is wrong, then GW2 is simply not for you. Have fun in your other game, locked into your role, or being able to swap roles outside of combat or not. It doesn't matter. If you prefer not to have to adapt to the situation and just faceroll the keyboard there are plenty of other games out there to suit your fancy.
I stay in one of two support roles the entire time, either my water attunement or my earth attunement. Earth is really good to be on the forefront because you can reflect projectiles, and you can put up a lot of slows and stuns.. and I couple that with some other mitigation techniques such as an elemental glyph.
But i stay in my water attunement the most, and thats where I have my traits set, which increases my healing potential. (yes you get a boost to a healing stat. Hows that for no dedicated healers?) When you are in a group and you know you have a water attuned healer, its important to have an eye for where the heals are going. These abilities are very good for keeping players alive, but even in the best situation, it can't overheal large amounts of damage. In that sense I can keep an entire team alive when they understand where the heals are going to hit, and its evident the majority of players don't yet understand it.
For example, I saw another elementalist using the geyser as an offensive skill... its not..
I understand its the first time a lot of us have played and theres a bit of learning as far as skills are concerned, but the game isn't that tough to grasp, and it isn't action-y enough to warrant extensive action-game playing to get your footing. By the time you reach level 10 you will pretty much be proficient in your class. I really don't like people making this combat out to be harder than it is. As far as complexities sake, its not much different than standard MMO fare, just.. now you can cast (most abilities) on the move.
I dunno masked.... that's probably the most 1-dimensional I've ever heard of the elementalist played. Considering how much inherent flexibility is built into the class, that's not a good thing. dontadow has some extremely good advice, tbh. Being able to tell what the group is doing & what the enemy is doing is far more helpful than just trying to spam heals everywhere.
As you pointed out, you can't heal through heavy hits. There's only 1 class I know of that can heal through most damage, and that's the necromancer (most of his heals are self-target life leeches). There are a number of useful heals, and they can be good for keeping players in the action a bit longer, but that's really the extent of it.
In PvE I would generally place heals around the melee when they started to form around one spot for a bit, because they are usually taking the most damage / have the toughest time avoiding it. I also tend to put AoE heals around groups of people that are dying, to make it easier for them to get back up. In PvP I do much the same, or I use AoE heals to secure a retreat / bolster an advance.
However, I've fought against a few people trying to just sit back and spam heals. What I generally ended up doing is using charge, snaring / trapping anyone around the healer, and then launching him into our own forces. On my necro it was even funnier, I could AoE fear people towards us, without them being able to do much about it. There's a lot of things that can be done to disrupt healing, and it's just not that potent to begin w/. I've found it's far more beneficiall to keep changing up your skills, and using a combination of tactics when / where they're most needed.
Comments
That's actually the one area where I don't want healers. Healers sitting in the back making the game easymode for whatever side has the most of them is bad.
I wouldn't mind healing in pve, limited and not spammable, and in pvp have it with way reduced effectiveness.
Is it me, or is dragging the cash shop into every argument quickly becoming the GW2 version of Godwin's law?
Try not to throw up red herrings and confuse the issue. There's a lot more to the game than spamming attacks. Groups or even individuals that leverage their CC and debuffs will find that the game is far more managable. It's a design shift we're gonna need some time getting used to.
Now pvp...yeah it's possible no one will care. Right up until someone DOES play smarter and starts eating faces.
The guardian has some big Heal skills later on in game go play with them in Conquest.
At the moment Dynamic events are so easy with so many terribads standing in "fire" and getting owned. I would like some of the Dynamic events to be more challenging rewarding people on proper use of their long cooldown skills and utili spells to get the job done I dont think healing will ever be an issue if people use their heads.
A good healer in most games can often cover the mistakes of some of the poorer team members, the change that GW2 will force people to play much better and mabye use their brain.
We will have to wait and see in theother beta weekends or Release to see if removing the trinity was a bad idea but from what I have seen in these last 20 levels everything is working how it is supposed to. World v World v World is still in its early days where people still do not know what they are doing itl either stay as a complete zerg fest where it dsnt matter if you have heals or not.
Heals also saved the skilled players as well. You seem to ignore that.
Looking at the way you put it,,
wats the point of skilled player in GW2 using healing skill at all if they so skilled? Think about it. Skill doesn't determing if you need haling or not. It's your threat/hate level. If enemy believes you are a threat, they will come after you to kill you. Melee fighters face ths big time, since they are in your face, so they are a threat, and gets busted down.
stop sugar coating this issue here
Philosophy of MMO Game Design
Yeah no kidding. People from GW1 should know about the monk factor, and people from WoW would be screwed if they came into a BG and the opposite faction had even one healer to their none. Powerful heals can upset the balance, there are heals in GW2, they're just not ridiculous.
But think about it,
Thats the same situation GW2 is having with ranged fighters. They sit in the back nuking where it's safe.
winning side is based on who has the most ranged fighters.
same issue. Do you want them to change that as well
Philosophy of MMO Game Design
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Should that be a good thing or bad thing?
Anyway I am about to log back into the game. Ttyal
Philosophy of MMO Game Design
Log on and play for awhile then you tell me.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
If you need a healer, you need to learn how to use dodge and get out of the way. You can literally just move out of the way of some hits, read your opponents.
You CAN NOT play this game like u do other MMOS, and when i see lots of death in dungeons, i notice that's what other people are doing. I see some idiot up there trying to take a billion hits, not moving out the way, he's the first to die. I see some crazed loon off in the corner firing fireballs, practically putting a target on his back, no movement no dodging.
Forget other MMOs, the best practice for GW2 is a game like God of War. A game where you have to learn how to block and dodge. I realized that my playing that has really helped me with this game.
I talked about it in another post, but it applies here.
There's a vampire crypt in the char lands. The above is what happened the first few times with novice players. The last time, I went into hte crypt with 6 other people, but we all knew what we all had a strong grasp of our characters.
Characters through out heals and put down turrets when they retreated from battle. IN GW2, learn to be a coward, learn to step away from the battle, hide behind something, get your hp back. This is agreat time to boon or heal.
When youre damaging, watch for combo fields, smoke, fire that lingers, shoot or stab into them. Watch the positioning of your other players, players huddled together is never a good thing.
When you're up front, watch close for animation of the enemy swinging or about to hit and get out of the way, dodging sideways works better than dodging back.
When players know their characters, this game works better as cooperative play than any MMO out there. I know some folk think team work is spamming heals or yelling "hit me" while the dumb boss attacks just you. Good luck with that. GW2 is certainly teamwork like it is in real life. You are always in the battle. You don't have time to sit there and type up a paragraph of tactics as you're fighting. You need to look at what your teammates are doing and figure out what skill works with that, look at what hte boss is doing and figure out what your next move is and how you can help out the most. Observe the battle field and revive fallen combatants when they've been downed (and when its safe).
Your character build can not be one dimensional. You need a character that can be good at all 3 phases of play to be effective. I can heal with my healing turret, do a ton of damage with my rifle/bomb combos and control the battlefield using conditional explosives.
An honest review of SW:TOR 6/10 (Danny Wojcicki)
This is not good advice entirely.
While playing solo, you are right, you have no choice but to dodge to stay alive, because self healing isn't as simple as it is in other games. Group healing is different, and support classes in general are very different. You require a group that sticks together for the strongest heals (that I've seen so far anyways) to take effect.
I stay in one of two support roles the entire time, either my water attunement or my earth attunement. Earth is really good to be on the forefront because you can reflect projectiles, and you can put up a lot of slows and stuns.. and I couple that with some other mitigation techniques such as an elemental glyph.
But i stay in my water attunement the most, and thats where I have my traits set, which increases my healing potential. (yes you get a boost to a healing stat. Hows that for no dedicated healers?) When you are in a group and you know you have a water attuned healer, its important to have an eye for where the heals are going. These abilities are very good for keeping players alive, but even in the best situation, it can't overheal large amounts of damage. In that sense I can keep an entire team alive when they understand where the heals are going to hit, and its evident the majority of players don't yet understand it.
For example, I saw another elementalist using the geyser as an offensive skill... its not..
I understand its the first time a lot of us have played and theres a bit of learning as far as skills are concerned, but the game isn't that tough to grasp, and it isn't action-y enough to warrant extensive action-game playing to get your footing. By the time you reach level 10 you will pretty much be proficient in your class. I really don't like people making this combat out to be harder than it is. As far as complexities sake, its not much different than standard MMO fare, just.. now you can cast (most abilities) on the move.
That would be silly if you could 'get out when things get iffy' too easily, but for the most part +1 to this.
Sometimes the fights just get ridiculous and the AoE is just nuts when you have 3-6 players fighting in one spot. There was a lot of moments when I ceased to feel like I was having fun because I felt like I have lost all control of the situation. I think that is something we will learn to avoid however, in the future.
Play as your fav retro characters: cnd-online.net. My site: www.lysle.net. Blog: creatingaworld.blogspot.com.
I am sorry I have to say this, but this is a bad sign of our times. No, I am quite serious about it.
You can see it in every area of society in our days, that people suffer from egocentrism. They DON'T want to depend on others, they don't want to make compromises and cooperate. Everyone want's to be 100% self sustained and god forbid they depend on anyone for anything. That is why people all call for jack of all trades chars, and don't like having a clearly defined role in a team.
I see that as inferior character. A person who can not cooperate in a team is just a weak person, turn it as you want, because being unable to cooperate, to have a clearly defined role in a team is a typical attitude of children who want everything at the same time and never can decide and stick to one thing. It is a strong character flaw in a societey where egocentric infantilism is the bane of our (western!) societies. You see it in games the same way you see it in every other area, from work over politics even to relationships. People just look for their personal profit and to heck with putting yourself in the demands of real teamwork and personal dedication. I recall I realized this, when in my WOW guild people started a serious discussion that some people felt oppressed by the demand to wear the guild surcoat. "Oh, but that destroys my individualty *whine whine*". That's when I realized how the bane of hyper-individuality undermines us and will bring our society come crashing down someday.
Laugh it up, if you must. But that is what I see. Small things like games often reveal great issues, if you have eyes to see.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
When I said this game is hard and takes a lot of skill to even play PvE without dieing people laughed and trolled me...
My time to laugh now..
"Happiness is not a destination. It is a method of life."
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That has nothing to do with the Trinity.
If anything you need MORE teamwork in GW2 then in a trinity designed gameplay.
If you think this is wrong, then GW2 is simply not for you. Have fun in your other game, locked into your role, or being able to swap roles outside of combat or not. It doesn't matter. If you prefer not to have to adapt to the situation and just faceroll the keyboard there are plenty of other games out there to suit your fancy.
Nope. I feel like heals are too powerful as is. Battles can go on for longer than they really should because of this.
I'm not a fan of reviving people after someone has "finished" them either.
Just my 5c opinion, the trinity concept has brainwash a lot MMO players including me too.
Why don't we try to learn and adept to something new.
It will be more fun cos its tend to get crazy at times :P .
Pardon my English as it is not my 1st language
I dunno masked.... that's probably the most 1-dimensional I've ever heard of the elementalist played. Considering how much inherent flexibility is built into the class, that's not a good thing. dontadow has some extremely good advice, tbh. Being able to tell what the group is doing & what the enemy is doing is far more helpful than just trying to spam heals everywhere.
As you pointed out, you can't heal through heavy hits. There's only 1 class I know of that can heal through most damage, and that's the necromancer (most of his heals are self-target life leeches). There are a number of useful heals, and they can be good for keeping players in the action a bit longer, but that's really the extent of it.
In PvE I would generally place heals around the melee when they started to form around one spot for a bit, because they are usually taking the most damage / have the toughest time avoiding it. I also tend to put AoE heals around groups of people that are dying, to make it easier for them to get back up. In PvP I do much the same, or I use AoE heals to secure a retreat / bolster an advance.
However, I've fought against a few people trying to just sit back and spam heals. What I generally ended up doing is using charge, snaring / trapping anyone around the healer, and then launching him into our own forces. On my necro it was even funnier, I could AoE fear people towards us, without them being able to do much about it. There's a lot of things that can be done to disrupt healing, and it's just not that potent to begin w/. I've found it's far more beneficiall to keep changing up your skills, and using a combination of tactics when / where they're most needed.