Claiming to be "representative of the average solo player" while simultaneously flexing that you have the build or skill to solo group-intended content is a massive contradiction. Most solo players are looking for a way to engage with the zone without the friction of having to go through the Group Finder, not a "git gud" lecture. All this is made only funnier from you somehow calling my desire for a better system for everyone "privilege".HatchetHaro wrote: »The fact that you can solo trash moves proves nothing. Neither of us are representative of the average solo player, and being "capable" of doing something doesn't mean the system used to get there isn't clunky.I spend ~90 - 95% of my in-game time as solo. The other 5% - 10% is running dungeona and trial trifectas. I am quite capable of soloing the mob packs in the NM, as well as doing the daily district quests.
If I have to kill a Brazen or Argent, I go to group finder, setup a group, and wait 2 to 3 minutes for 12 players to fill it. Even if half of them are absolute useless no clue noobs, that's still more than enough to kill a Brazen, and Argent, and a Calamitous. You may run into difficulty with such a group taking on a Skirmish where the Calamitous decides to join, but that's about as bad as it gets.
The Brazen & Argent bosses are taken from dungeons and existing overland, and given a signifant health boost BUT their damage is very much nerfed. If you've had trouble with the groups from group finder clearing those bosses, I would suggest that is the exception and not the norm.
Edit For Clarification: No boss in the NM needs a 36-man zerg.
You seem to think that sitting and waiting for a group fill is "fine", but my entire point is that players shouldn't have to wait or go through the Group Finder just to find the action.
I'm also struggling to find where I mentioned boss health or needing a 36-man zerg. I suggested map visibility to capture the feeling of a zerg, you know, organic momentum found in other group-forward instances like public dungeons.
I can't address any of your points, because none of them have anything to do with my post. You've completely missed my point about the systemic friction around grouping in the Night Market, and instead pivoted to a weird flex about your own skill and how "easy" it is to click a button and wait.
Nah, I'm pretty representative of the average solo player. There isn't some big mystery to it, simply build right.
Sitting an waiting for a group to fill is how 95% of dungeon and trial players DO spend their time. The likes of you and I run in pre-organised groups, but most players do not.
If you have map markers showing "where the action is", that's where everyone will go. i.e. a 36-man zerg. Your points fail to take account that most of the players do just click a button and wait for a group.
The issue isn't the system, it's that you are coming from a place of privilege - earned yes, but still privilege.
The fact that you can solo trash mobs proves nothing. Neither of us are representative of the average solo player, and being "capable" of doing something doesn't mean the system used to get there isn't clunky.I spend ~90 - 95% of my in-game time as solo. The other 5% - 10% is running dungeona and trial trifectas. I am quite capable of soloing the mob packs in the NM, as well as doing the daily district quests.
If I have to kill a Brazen or Argent, I go to group finder, setup a group, and wait 2 to 3 minutes for 12 players to fill it. Even if half of them are absolute useless no clue noobs, that's still more than enough to kill a Brazen, and Argent, and a Calamitous. You may run into difficulty with such a group taking on a Skirmish where the Calamitous decides to join, but that's about as bad as it gets.
The Brazen & Argent bosses are taken from dungeons and existing overland, and given a signifant health boost BUT their damage is very much nerfed. If you've had trouble with the groups from group finder clearing those bosses, I would suggest that is the exception and not the norm.
Edit For Clarification: No boss in the NM needs a 36-man zerg.
It's feels like such an oversight that only two WW Sets were changed (and those only a small amount) instead of ALL of them being updated for reworked WW.@Arunei - it goes without saying but the Salvation set is equally in a sorry state:
-horrible, non-keystone bonuses for either PvE DPS or your standard PvP build
-a measly 150 wep and spell damage ONLY while transformed (this compared to MANY other ‘specialized’ sets that only receive anywhere from 400-600 wep and spell)
-a reduction that I believe only focuses on the initial transformation or at least becomes a moot point after you throw on a whole set providing nothing truly meaningful to fulfill role-based duties