Quote:
Originally Posted by zwei2stein
Screw doa, lets talk about class-related design in general and mesmers particulary.
Hardmode with double skill activation times and half recharge screwed up pretty much any crowd controll other than dazing enemies, knockdownlocking em or simply raw dps.
Not even talking about prophecies bosses with their half hex durations under HM boosts ...
This is pretty much middle finger for mesmers, the one case they would be most usefull they also get gimped.
And there were assassins and afflicted mobs issue...
DoA was nto first case, it was first case it trully went out of controll and you got "screw you, physicals" status effect.
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I never had much issue in HM playing mesmer and was LV,LG before pve skills/cons sets etc came out. I think CoP came out about 2-3 weeks after I was done.
I think it came down to the effort required. I had about ten hard mode vanquishing builds I used and developed. For me a lot of the fun of HM was adapting a build to suit the area.
I accept many players don't want to think about the builds they use and just want to zap and go which brings us back on topic.
The class system is not a weakness of GW imho. It's the way the pve mobs carry the same set of skills as they ever have thats the issue. The whole Shadowform/gimick/solo farming thing relies on the fact that people know what they are going to face and can so build for it. Professions don't really come into it, unless that profession can run <insert fotm>-way
Remember when COP-way was all the fad, mesmers were wanted everwhere, when that got nerfed so rits came to the fore, before that it was monks etc etc. If you did'nt know what sort of skills a mob use you'd take a lot more of a balanced team to be able to deal with it.
Actually, that would be a fun idea. Before you zone in, the server takes a look at your skill set and adjusts the ones of the mobs you'll be facing accordingly
