NOTE TO MODERATOR: please move this thread to a forum you feel is most appropriate. All comments welcome/encouraged
The following text is merely generalization. There are always exceptions to generalizations. Accordingly, examples can be shown as contradictory to the observations & inferences in this text. Still, the author urges readers to got to any high end outpost and observe the ads in party formation window…
Premise:
Unless you’re a farmer or Hero Battle player, Guildwars is inherently a Co-op game & there is ACTUALLY a community of part-time players that rely on PUG teams to play high end areas.
As this article relates to PUG team formation, ALL PvE skill rebalancing reference to farming (solo, 2 man, 3 man etc) is INTENTIONALLY excluded & accordingly focuses on FULL PUG teams for high end mission completion solely. Excluding farming, a PRESUMED “primary” intent of PvE skill rebalancing is to create a balanced game where ALL character classes/professions can form a team with a “reasonable” chance for mission success. Team formation either occurs either within friend/guild/alliance structure or via PUG. Examine the recent history of skill changes on the effect of PUG formation & assess some interesting observations to verify whether the following hypothesis has ANY validity.
Hypothesis:
Skill rebalancing impacts PUG team formation, specifically for high end areas (UW, FOW, DOA, SLAVERS, TOMBS, etc…). For the sake of efficiency, the “player community” subsequently responds to rebalancing by limiting builds to cookie cutter structure. By inference, the rebalancing effect ANET has introduced is to discourage variety in high end area PUG team formation. The author presumes this effect is either intentional or that ANET doesn’t really understand the nuances underlying “player psyche” and impact on PUG team formation.
PUG Team Observations:
Pre-URSAN era (or before it became commonplace)
High End Area UW
Typical PUG Team make up Holy Trinity: 1terra tank, 2 heal, 5 nuker
Typical NM Clear duration about 2 hrs
Notes/comments Oodles of solo, 2 man, 3 man farming, trapping etc…
High End Area TOMBS
Typical PUG Team make up Barrage Pet: 5 BP, 2 N, 1 Mo
Typical NM Clear duration less than 1 ½ hr
Notes/comments Balanced PUGs virtually non existent
High End Area SLAVERS EXILE
Typical PUG Team make up Holy Trinity: 1 OF tank, 2 healers, 5 nukers (with FS)
Typical NM Clear duration less than 2 hrs
Notes/comments Full Run virtually non existent, most PUGS were focused on one boss at a time
High End Area DOA
Typical PUG Team make up Holy Trinity: 1OF tank, 2 heal, 5 nuker
Typical NM Clear duration about 2 ½ hrs
Notes/comments Many “elite” players only wanted to team with those having high LB rank
During URSAN era
High End Area UW
Typical PUG Team make up 6 URSAN & 2 Healers
Typical NM Clear duration less than 1 ½ hr (with cons)
Notes/comments (NOTE ALL PROFESSIONS COULD JOIN AS LONG AS THEY RAN URSAN). However, many “elite” players only wanted to team with those having high Norn rank & high armor &/or stonefist insignia
High End Area TOMBS
Typical PUG Team make up 6 URSAN & 2 Healers
Typical NM Clear duration less than 1 ½ hr (with cons)
Notes/comments (NOTE ALL PROFESSIONS COULD JOIN AS LONG AS THEY RAN URSAN). However, many “elite” players only wanted to team with those having high Norn rank & high armor &/or stonefist insignia
High End Area SLAVERS EXILE
Typical PUG Team make up 6 URSAN & 2 Healers (with FS)
Typical NM Clear duration less than 2 hrs (with cons)
Notes/comments (NOTE ALL PROFESSIONS COULD JOIN AS LONG AS THEY RAN URSAN). However, many “elite” players only wanted to team with those having high Norn rank & high armor &/or stonefist insignia
High End Area DOA
Typical PUG Team make up 5 URSAN, & 3 Healers (Usually HB)
Typical NM Clear duration Less than 2 ½ hrs (with cons)
Notes/comments Many “elite” players only wanted to team with those having high LB rank &B cons were pre-requisite
Post URSAN era & emergence of PERMASIN
High End Area UW
Typical PUG Team make up 7 Perma-sin & 1 N/Rt
Typical NM Clear duration less than 1 hr
Notes/comments No balanced PUG observed forming
High End Area TOMBS
Typical PUG Team make up 3 Perma-sin
Typical NM Clear duration less than 1 ½ hr
Notes/comments No balanced PUG observed forming
High End Area SLAVERS EXILE
Typical PUG Team make up 1 Perma-sin 2 Mo & 5 Cryers
Typical NM Clear duration NONE
Notes/comments Only VS farms observed forming, most party ads require r9 sunspear
High End Area DOA
Typical PUG Team make up ?
Typical NM Clear duration ?
Notes/comments No non-farming PUG observed forming
Conclusion:
PvE skill rebalancing minimizes occurrence of multiple character classes in high end PUG team formation & promotes the formation of specific builds for PUG. Guild/Alliance team formation is unchanged.
Suggestion:
Does ANET even care about this issue? If so, how does ANET actually create incentive for PUG team formation? Here’s an off the wall idea: Improve drop rate &/or triple the number of chest spawns based on variety ie the number of different primary profession HUMANS in party? Is that really far fetched? Is it doable? Would that adversely affect other parts of the game? Does that REALLY penalize the existing “specialized” Post URSAN nerf builds? Does it steer/force each char class to run a specific bar in order to join a PUG? Is it a huge programming effort to implement? Does it slow down instance loading?
Oh well, I guess this is really just 1 opinion is a SEA of gamers (each with their own agendas). So it’s time I stopped sniveling & just wait to see what ANET does next…
d

