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Fordítási probléma jelentése
Starter map for humans has a world boss that's never below 30 players at least, if someone goes down people get them up with ease. The only real issue I see here is the status effect bloat
Zerging a boss down is just a coping mechanism players rely on to counter poor boss design. Good boss design is a slow methodical fight with clear visual indicators that allow for some failures to be able to learn. It would also help to scale those bosses to playercount so one could solo them and feel good about it. Zerging doesn't feel good and if noone is arround you're just out of luck.
Also just because YOU don't see issues doesn't mean there are none. There is a reason this game is not very popular and i try to explain some of the problems.
But it is certainly true that especially the pre HoT area enemies in general don't have super great indicators, only with HoT they really introduced some more easy to see mechanics and they also reworked many old world bosses to make their mechanics more clear to see. But with 50 players around you it obviously is still a bit difficult to always see them. And those reworked boss fights already feel way better than before, so they clearly had the intention to make those fights better.
And well, those are world bosses, they are supposed to require a bigger player count to be able to beat them, though usually even just 10 people might already be enough to deal with them, at least the easier ones.
Also, fights being slow is neither good or bad, it's just a simple design choice. So just because Anet decided to have faster fights with more action doesn't make them suddenly bad. Though it clearly makes them a bit harder since you need to react quicker. But they still can be methodical, even when they are fast.
I raise you bandit bounties. And i raise you the general imbalance of classes. Most classes just don't have the tools needed to do certain content. It's like they made a mob bigger, threw a golden circle on it, pumped the damage up to eleven and called it a day without any playtesting.
There are a couple of golden mobs where i test class performance when i create new characters and if i can't beat them i delete the char and concider it bad. Now compare a Thief with a Warrior. While the Thief has access to permaheals and runs circles arround these mobs a warrior has absolutely nothing to counter them. Mechanics like tunnel and hit or constant ranged hitscan attacks. It's just no comparison. And if you argue that i need endgame builds to do these early area bosses, well....
Not to mention the absolute crapshoot that is powerbuilds compared to condi.
And yeah, bandit bounties are surely weirdly hard wherever you might encounter them, basically like some secret bosses. Though idk if that's really something good or bad. And I mean, those bandit bounties got added pretty late, when most players were able to dwal with them. But I can surely see how they can be a quite sudden surprise for newer players.
Funny, I always thought that GW2 was one of the games who really tried to keep the old content staying relevant by adding new events to the areas, scaling everyone down so they're never overpowered for the areas and them even reworking content, like world bosses.
I at least thought that if in WoW you go to an old area with your max lvl hero you would one shot everything, was I misinformed? I mean, I know that the enemies scale up to a specific level, but from what I know not past it. So how is the startign zone still relevant for a max lvl character in WoW despite you one shotting everything? For me it sounds like pretty boring content to me. and GW2 never have this, even nowadays I often am in the startign areas, busy doing things and never having the feeling that the low level of the area changes much for me. Which certainly wouldn't be the case in WoW ...
I'm thinking you need to explore something to fight other then the world bosses to see some actual non-zerg fighting. By the way, all this------
------is not a system. They are status effects, a lot of mmos have such things.
Look, if you're going to give some actual criticism about the game, try not to completely over-exaggerate most of your observations.
Rotations of 20 buttons? Buffs and debuffs are not systems, these things exist in every single MMO, some do damage, some provide utility, it's really not rocket science. The game requires 100 hours of wiki study? Cmon. Golden "bosses" are elites, and they can be solo'd with the right build, but generally they are supposed to be taken down as a team. Many can be killed with a decent amount of kiting and decent skill rotations.
All of this reads like you've tried the absolute bare minimum and nothing else, then being surprised that things might require more.
Old school mmos were a hell of a thing, kids.
It works because it's an open world boss thing, even though things are quite telegraphed.
Also just because YOU have an issue with things in the game doesn't mean it's an issue for all.
I agreed with the only valid thing in your essay, which is 90% of it.
Then there are skills that have very small visual effect (like thief pistol skills). Its almost impossible to anticipate those skills during team fight.
Its so bad that they even had to add a new option for cursor visibility.
To be fair, you have to take all the "ability swap buttons" into consideration as well: Weapon swap, class / elite spec abilities (like ele attunements, necro, druid avatar, ...) and toolkits (engi toolkits, ele summoned weapons, ...), which replace your 1-5 with another set of skills. Also the class/elite spec mechanics themselves on F1-F5, In addition to that, you have some chain abilities, which automatically get replaced (like the autoattack skill on 1 in most cases).
There are usually a lot more skills in use than you see on the UI. Old school MMOs would just have thrown every single skill at you to place them on a single hotbar instead of trying to keep the UI minimal. And I like it the way GW2 does it much better. But it is still a hidden complexity that can throw new players a bit off when trying to learn it all at once.
In other mmo, while the game also has tons of boons, boon uptime is much much less than gw2. You cant really maintain perma boons and there are less status effects to track at the same time.
I think it might depend on the game, but in general my observation is that both boons and conditions in GW2 are more short lived but also more powerfull, than buffs and debuffs in other games. Leaving direct hots and dots aside. At least there are many cases were buffs last minutes up to one hour. Debuffs were more short lived, but could last to 1 minute.
Sure, you can achieve permanent boon uptime, but working towards that is part of what makes builds, rotations and group compositions more complicated and tactical.