Quote:
Originally Posted by Phineas
Maybe a little harsh to assume that all of them don't want to learn, especially those I see begging for the builds in DoA and ToA.
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I would put this in slightly different words.
Most players don't want to learn how to most efficiently play their profession, they want to learn how to make the largest amount of cash in the least amount of time while playing with randoms (considering they are not asking for solo builds).
To put it in guild terms, most players want to have the income of a master while not learning the needed skills like an apprentice and being involved with the same group of people to learn from them.
And learning means failing. I rather have one player who fails miserably and understands why and adapts than 10 players who succeed but don't have a clue why they succeeded.
When my guild had it's PvP period there was one simple rule.
Each player was handed a build by the skilled GvG organizer, run it or don't play. Learn how it works, why it works and why it fails. Only when you fully know the build and understand the strength and weakness you are allowed to adjust while discussing the change with the builder and the other team members. Show that you understand how you can improve the build to benefit the entire team.
The players in DoA and ToA are not asking for those kinds of builds.
They most likely want the last FotM, the cookie cutter builds, the instant win builds. They don't want to fail, they will ragequit on failure.
For example, Snow Bunny talked about Melandru Dervishes in FoW earlier in this thread. If I went into FoW with their team as Mel Derv it could turn into massive failure. I know the area and foes very well but am very inexperienced as dervish. Even with the right build I would probably make silly mistakes while playing it. I'm not used to the skills and don't play melee that often.
And I doubt the team build is suited for PUG teams, it probably has a much higher risk of failure compared to tank & spank.
I think that's the bottom line for PUGs.
Let's take a FoW PUG for example. When they play tank & spank the run will take 1.5 hour and the rate of success is 80%.
Now we have an 'advanced' team build that can clear in 1 hour but has a success rate of 40%. For a PUG this means it's better to tank & spank.
However, with practice both the builds can be mastered and played with 100% sucess rate. This will take 5 runs for example.
For a guild team it's not that hard to do 5 runs and learn how to play. So the 1 hour team build would be the preferred build if they decide to do more then 5 runs. On the other hand the average PUG will last 1 run. Meaning you have to start learning and educating over again.
So in the end, the PUG player wants to learn an entirely different build than the guild player.