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Class discrimination only exists because of an Anet created inbalance in the classes. To use Ursan as a coverup patch is basically a joke.
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It's a community problem.
People don't want to play balanced, they want to own stuff and do that the easiest way. AI mechanics showed that the easiest way is tank and spank.
It doesn't mean it's impossible to play balanced.
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Well then the question becomes, does that reflect poorly on the community for their terrible skill or poorly on the company for their terrible design (or in my opinion both)?
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The true bad part showed in Faction's elite missions.
And it became far worse in DoA.
But general PvE including FoW and UW allowed balanced play though the four horsemen quest requires some dual tanking or something like that.
The problem with design is that it has the same behaviour all the time. It was abused by farmers, partly solved with shatter on AoEot damage. It was brought back since it had some unpleasant side-effects for less experienced players when loot scaling was introduced.
Now the only things we as community can blame A-net for is that they did revert the shatter-effect because of 'stupid' players.
And that they didn't make random spawns in Hard Mode.
And we could argue about the ways they tried to make DoA harder.
The fact that Urgoz's needs one specific skill now since the Rebirth was changed was already discussed a while ago.
But in general I think A-net did a fine job considering what's possible with AI programming since they started GW.



