Suggestion is about updating PvE content, mainly “Zhaitan Campaing” (Same meaning as GW1 “Prophecies”, “Factions”, “Nightfall” and “EotN”, means specific content that came with each sold “box”), which suffers from what I call “Universal mob Design”, that consists about 90-99% of the mobs in GW2.
The release of Dry Top expanded mob variety to common mobs, while Southsun Cove introduced heavy boon using mobs. These are quite the exception from “Universal mob Design”…
Problem is not the skills being underpowered, game balance is , the real problem is the mobs that don’t present targets for the “underpowered” skills.
I’ve played alot of Support and CC roles in PvE, basing on experience, and every time I was the “almost useless member of the group”.
Flaw of this “Universal mob Design”, is that mobs always have “High HP-Spike DMG-0 Armor”, are super slow (attack once every 2-5 seconds) and possess insignificant abilities.
Points on how the “Universal mob Design” reduces builds usefulness, other than DPS and DPS-support:
- , while conditions deal damage through armor, but has a catch thatthe mob must actually stay alive during the combat for the conditions to deal damage, which they don’t, as berserkers and other Direct damage builds will kill in 1-2 seconds.
Thus Conditions barely did little damage.
Another problem is that this forces conditions to be used on stronger foes that don’t die super quick, mainly Champs and higher boss mobs, this will reduce the number of targets against which conditions could be used, to the .
- , even if one can , what mobs have abilities that are best to stop, that is the Champs and higher ranks, since Veterans and Elites are “trash mobs”. Do note, problem isn’t fully on Unshakable and Defiance, it’s partly on the lack of abilities that mobs .
Like Conditions, Control has very limited set of targets. Open PvE, Unshakable will make Hard Control effects useless, due to scale up and to prevent players from Stun-locking the mob (Still it’s an essential design, atleast with current designs). In dungeons, same problem of , as Veterans and Elites are “trash mobs” with insignificant abilities and pose very little threat.
- , healing has it’s uses, like to speed up recovery and to lower pressure on players and allow their own healing and other abilities the time to recharge without . Unfortunately, due to “Universal mob Design”, there’s never a mob that actually creates situation where additional healing could be useful, again the number of targets is limited to, since “trash mobs” don’t possess abilities like Area Denial or DoT.
Again, like Conditions and Control, the problem of , due to the large number of “trash mobs” in the mob roster.
- , these are here to turn battle over in user’s side favor, remove boons from foes, conditions from allies, convert boons, transfer conditions, steal boons and etc.
Unfortunately, mobs that actually utilize conditions and boons with great effect, are , again it’s .