Nightfall has done everything possible to discourage PuGging.
...Seriously. To the point that a paranoid man (and I am nothing if not that) would think it was
intentional on ANet's part.
(a) Invite spamming (even of the most discerning sort) is obviously dead - you can't pick a willing group in the crowd of hero-carriers. I blame the fact that you don't drop your heroes like you would your henchmen when you hit the "Leave Party" button.
(b) Group leaders vs heroes: Who's genius idea was it to allow everyone to pop their heroes into the group list with nobody being given executive control over 'em but their "owners"? The ability to call out builds is a start, but it doesn't change the fact (exacerbates it, actually) that group assembly time has now been enormously lengthened by the tedious negotiations where we compare monks' relative build merits. Oh, and feelings are likely to be hurt, which is
not a good thing when you're starting a group.
(c) Individual-specific Hero control. What's worse than an idiot in a PuG? An idiot who also exclusively controls the emergency monk!
(d) The looping-back-on-itself storyline adds a lot of confusion to group building in some areas. I've seen people call "lfg" in
Kamadan, even. Never mind areas like Poghan Passage that only
become co-op missions after certain conditions are met - it's really hard to put a group together when 2/3 of the players in the district aren't up to the mission bit yet!
...Basically, the half the game is like trying to put together
Defend North Kryta groups.
(e) Mandatory heroes (Part I). Never mind that you're taking up a slot - that's functionally equivalent to giving us seven-player missions, which I suppose is fine. The problem is that you're forcing
somebody in the group to have that
specific hero levelled and/or geared up. The diplomatic problems inherent in point (b) just got that much worse...
(f) The increased difficulty in Nightfall is often of the "pile on more patrols" variety. A single mob is beatable, a second bumbling into the melee is risky-to-lethal, and a third is invariably fatal no matter
how elite you are. In that context, build is irrelevant - it's your ability to tightly bunch up and move out of the way that matters, and needless to say flagged henchies do that better than humans do.
(g) Mandatory Heroes (Part II). Wait,
two mandatory heroes in some missions? Please tell me you're kidding.
How's my PuGging experience been? Reasonable, but there
simply haven't been enough of them! Forming groups has become a
lot less convenient... And when you make something inconvenient
and provide a more powerful option at the same time, guess what happens?
(Point (f) also means that you're more or less forced to resort to heroes if you want to do anything esoteric (i.e. Masters in most cases).)
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Wait a sec ? whats bad in War with mending, really makes healing signet less used.
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Nemesishk, before everyone jumps on you I should probably mention that
Mending is generally looked down on. The reasoning is that the most dangerous damage in Guild Wars is "spiked" (that is, lots of damage in a very short time period), and that Mending does very little to save you from that. It's also generally felt that with the energy could be used more efficiently either to deal more damage (i.e. letting you use attack skills or +attack speed stances more often), or to prevent it (the Tactics stances are generally more effective than Mending).
...I might also add that
Heal Other is quite a good skill, and that I personally would take an energy management elite over
Word of Healing, but that one's more debatable. Your snobbier types avoid Healing Prayers spells in general, actually.
