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What is the reasoning behind story fights?


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> @"battledrone.8315" said:

> > @"Ashen.2907" said:

> > Some of the problem seems to be an unwillingness to embrace a core element of the game's design. The ability and expectation that one can/will modify builds to meet the specifics of a given challenge. There is no such thing as being only a melee build, just being a melee build right now

>

> the game was actually sold with the promise " we dont wanna tell you how to play your class"

> how can you explain that?

 

Again..... for the 8th thousandths time..... "Play how you want" does not mean "I win no matter what". Its a basic problem solving exercise, with Story content being very heavily skewed toward mechanics to make enemies extra vulnerable to attack/damage. You still need some kind of damage, as its a mathematical requirement to reduce HP to 0; but the game goes out of its way to give you a lot mechanical assistance and statistical multipliers. You can still win these fights with a garbage build; but you just won't be as efficient as a build that plays to the weaknesses of encounter.

 

There is a saying: Mike Judge is a comedic writer.... not a prophet. Please stop making his stories come true.

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> @"Overlord RainyDay.2084" said:

> > @"battledrone.8315" said:

> > > @"Ashen.2907" said:

> > > Some of the problem seems to be an unwillingness to embrace a core element of the game's design. The ability and expectation that one can/will modify builds to meet the specifics of a given challenge. There is no such thing as being only a melee build, just being a melee build right now

> >

> > the game was actually sold with the promise " we dont wanna tell you how to play your class"

> > how can you explain that?

>

> I think that meant more of "Each class has many playable builds and can fill more than one role" not "literally any build will work in every situation."

 

Obviously you are right, imagine if they literally meant the second part what a boring stupid game this would be. Everyone could do everything with toughness, healing and vitality, raids doable with all druids, etc. Then complain posts always unironically try to claim that must be exactly what it means. If they would stop and think for 2 seconds how badly that would impact the game if it was applied to the whole game and not just their pet foibles, they might see what a stupid idea it is.

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> @"battledrone.8315" said:

> > @"Ashen.2907" said:

> > Some of the problem seems to be an unwillingness to embrace a core element of the game's design. The ability and expectation that one can/will modify builds to meet the specifics of a given challenge. There is no such thing as being only a melee build, just being a melee build right now

>

> the game was actually sold with the promise " we dont wanna tell you how to play your class"

> how can you explain that?

 

They don't tell you how to play your class. The OP assumes the game must have some sort of soft requirement for tanky gear to complete story instances, while several players have explained why that isn't the case. However, the fact that glass builds can complete the storyline and, in fact, can make many encounters easier once you understand the mechanics, does not indicate that tanky builds can't also complete the storyline.

 

The storyline doesn't force stat/build requirements so much as understanding the mechanics. As I illustrated with my trailblazer mirage, the jade constructs (one of the examples mentioned by the OP) have little enough health that even a tanky condi setup can kill them before they can shield. Others provided various examples of why it's things like knowing the mechanics and having a coherent build that matter. This is not raiding. It isn't difficult enough to force a narrow meta.

 

Having said that, it also isn't designed to allow you to win automatically. You want to bring your X class with Y stats? No problem! There is almost certainly a build that will get you through! But you may have to work a little harder for it.

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