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Originally Posted by Lazarous
I'm curious as to what you mean by 'resource denial' and how thats different from disruption - it seems like you're talking about mana drains or recharge timer increases, but i'd figure that falls under the heading of disruption.
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Resource denial and disruption do overlap somewhat, especially if you consider energy denial to be disruption (and I do and it's the answer to teams that are too good at removing hexes while still not requiring as much timing as interruption. They can't cast if they don't have energy. And they're not going to outheal damage with Signet of Devotion, that's for sure.) but, simply put disruption is preventing someone from doing something when they want it done. Maybe not forever, maybe not permanently, but long enough to give yourself a window of opporunity. Denying resources would be to prevent your opponent from gaining or controlling a resource - whatever that would be. Could be energy, could be corpses, could be important spots on the map. If it's positioning, you outposition them. If there's a flag-stand you don't let them cap it. If there's a way to get morale you don't allow them to do so and you build up their DP. It's much more something left to tactics and strategy than through skill usage, as far as I can tell, and it's not very developed, but I see it as the eventual counter to disruption heavy teams. If you can figure out a way of countering their disruption by making better usage of your resources, you'll be able to thwart them.
Basically, I see five stopping points on the meta-game as far as ur-strategies (basic, underlying strategies) are concerned. They mix and blend and you can go about them a lot of different ways but there are five core strategies you can follow to victory.
The first is a "balanced" approach. This is where we start out with and it's a team where you get a good mix of everything. You have some damage, some healing, some disruption, a little bit of this and that and stir it in a big pot. It's balanced towards the offensive because you want to actually go out and kill things so you could also call this "Aggressive" but overall it's a team that can both do and deal with a lot of things. Just none of them spectacularly well. It's a team of 2~3 defense with Monks, 2~3 damage with Warrior/Rangers/Elementalist, and 2~3 utility with Mesmer/Necromancer, the basic prototypical well-rounded squad.
The balanced team gets devoured by the next sort of team, though, the hyper-aggressive or "trick" teams. These are teams that gamble it all on one thing and one thing only succeeding. If they catch you off guard, you're going to lose. If you're prepared, if you can counter that specific, critical link of their plan, they're going down in flames. But either way it's going to be quick and dirty. This sort of team overwhelms the balanced approach because they can bring more power to a point and break through the other sides strategy in some way or manner. That can be through damage, that can be through healing, that can be through anything you like but the poitn is they're trying to find something and maximize it as far as they can.
However, a trick build won't find much success against the next type of team - the one out to block their single, powerful punch - a disruptive or "counter" team. This is a team that's designed to be able to stop whatever you throw at them and then win the battle afterwards. They're not trying to overpower you as with a Trick team, they're trying to slow you down, trip you up, and tire you out until you collapse by up-ending your own efforts. It's Akido, they turn their opponent's effort against them. It's a team of interruptors, energy denial, protection prayers, and the rest. They won't blow your doors off but they wil make you ineffectual and since they're designed to operate in such a situation you'll be in trouble.
Unless, that is, you're already planning for winning a war of attrition in the first place. That's what you're doing when you're planning for a "defensive" team or to go back to previous terminology a hyperdisruptive plan. Note that this doesn't necessarily mean straight healing, just defense. Your goal is to outlive and outlast the other team and deliver the coup de grace as they wear down. While a disruptive team wants to use your energy against you, the defensive team just wants to you to waste your energy on not accomplishing anything. They just blanket stop everything confident that they'll be able to outlast you.
But there's a final strategy and it's to make sure you don't burn through your resources so that you can't be outlasted. It forgoes attacking, it forgoes defending, and it just concentrates on building up advantages and that's resource control or just a "control" team, also it can be called Tempo. The goal here is to dictate the terms of the battle, whether by pressing your opponent when they're prepared to sit back and wait or by outwaiting your opponent when they're prepared to rush forward. It relies on disruption to punch a quick hole in things and can swiftly capitalize but if that initial punch doesn't work it's able to fall back and regroup because it's been acruing all the advantages in terms of resource - whether that's time or energy or health or positioning or anything else.
And what can trump a control based strategy? A team that's balanced and has enough offense because a tempo strategy isn't paying much attention to protecting itself, just in being able to control the flow of things through the interplay of advantages and disadvantages. But a balanced team is too diverse to be easily thwarted and can put such a team down while they're building up those advantages.
Now, obviously those are pretty broad and I'm not exactly sure how some of them are going to work - at the moment most teams are stuck trying to figure out how to throw the hardest rock with hyperaggression and the best teams, the teams that used to populate the top of the ladder were the ones that had figured out how to be disruptive, as with Fianna's Fear Me! build from the last BWE, but progress has been rather slowed and blunted because most of the really hardcore teams are still farming away or have been soured on things. The people who *know* these things already aren't smacking people around with them and the result is that everyone doesn't have to get better in order to compete. Probably the best and most sustaining teams will eventually hit upon hybrids of these various ideals but once you get past "we're trying to win" those are the various ways people are going to try to win. Resource denial, resource control is going to take a while to see develop here because everyone's still learning the basics and it's the basics that trump control - the teams that try it now are going to get slaughtered. But that's what I eventually expect to see happening because it's what's developed in other strategic games I've seen and herad of such as StarCraft and Magic: The Gathering - Generalized Aggession < Specific Aggression < Specific Disruption < Generalized Disruption < Controling Resources < Generalized Aggression. Something like that, anyway, if the game is as deep and competitive as I hope it is.
Quote:
Originally Posted by Mandeburn
This forum is so much better than VN, its wonderful.
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We try. But I'm going to turn around and there'll be a pirate class thread one of these days, mark my words...
Anyhow, I think the problem with Healing is, as Lazarous points out, not so much healing in and of itself, but that the counter to it is weakened and easily held by those who's healing is being countered in the first place. People don't understand how to run effective disruption yet. Those who can will scoff in the face of healing but those who are just exploring the possibilities will be frustrated. And it's not just Mesmers. Warriors, Rangers, and Mesmers all offer excellent ways of disrupting targets and, to a lesser extent, so do Elementalists and Necromancers. Just as there are a lot of ways of dealing damage. Healing is the lone exception as there's really no other way to deal healing without going to Monk - it's been centralized there in the service of making things easy and understandable by novices by making them recognizable on the battlefield and, again, it's the degenerative effects of DF that prevent someone who's a secondary Monk from diversifying things away from that primary Monk.
It's important to remember that the goal of disruption is not to prevent someone from doing something. That's very hard in Guild Wars to accomplish. There are very few ways of completely and utterly shutting someone down - you can daze someone but that won't stop them from casting unless you can provide consistent and frequent hits on them, you can sap their energy but they'll get it back eventually, you can Pacify an attacker (and that's the closest you can get to completely removing someone from the board) to keep them from attacking but that breaks if they get hit or cast on at all, blinding and evading only provide a miss chance and it's less than 100%, you can still cast through Backfire if you're careful, and on and on. The goal of disruption is to prevent someone from doing something
when they want to in a timely fashion. It's about opening windows of opportunity that your team can exploit. It's keeping that big heal from arriving in time to prevent that opponent from dying either by making sure they don't have the energy to cast it or they'll take to long to cast it or they'll be prevented from finishing casting it, and so on. That's it. You don't have to stop the heal from going off. You have to stop it from making a difference.