Dungeon Renovation and Scaling

Dungeon Renovation and Scaling

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Posted by: Alsatian.6307

Alsatian.6307

Some dungeons within Guild Wars 2 still have some strange difficulty spikes and are only able to complete with certain profession combinations. For example: like the up/up path in Twilight Arbor at the last boss where you have mass spiders which do massive damage, only a combination of Guardians and Mesmers can get through that. Dungeons should be renovated, balanced, improved.

To add to the improvement part: Since Guild Wars 2 has the scaling mechanic, how about implementing that for dungeons?
Making dungeons able to scale to a limit of 10 people, or 25 people would be great. By doing that you can solve the need for raiding and give guilds more reason to play together. Now guild raids are only created for guild missions, world events and world bosses. I would love to do a big instance with 10+ guild-members which demands coordination, strategy and teamwork.

Dungeon Renovation and Scaling

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Posted by: spoj.9672

spoj.9672

You’re referring to the TAFU path not TA Up path. TAFU was removed and replaced by the aetherpath because of all the complaints. Something many people are unhappy with. It was possible with all class combinations, it just required some coordination and skill. Which is kind of what explorable dungeon paths were designed for (coordinated groups). When gw2 was released it was stated that story modes were meant to be possible for casual groups but explorable modes werent meant for coordinated experienced groups. The fact that they removed it is a massive fail on anets part. One of the best designed bosses in the game was in that path (Vevina) and now we can never fight her again.

And no i dont want dungeons renovated, balanced and improved if it involves removing them from the game and replacing them with timegated scarlet dungeons.

(edited by spoj.9672)

Dungeon Renovation and Scaling

in Suggestions

Posted by: Alsatian.6307

Alsatian.6307

You’re referring to the TAFU path not TA Up path. TAFU was removed and replaced by the aetherpath because of all the complaints. Something many people are unhappy with. It was possible with all class combinations, it just required some coordination and skill. Which is kind of what explorable dungeon paths were designed for (coordinated groups). When gw2 was released it was stated that story modes were meant to be possible for casual groups but explorable modes werent meant for coordinated experienced groups. The fact that they removed it is a massive fail on anets part. One of the best designed bosses in the game was in that path (Vevina) and now we can never fight her again.

And no i dont want dungeons renovated, balanced and improved if it involves removing them from the game and replacing them with timegated scarlet dungeons.

Thank you for your comment ,

My bad on the referring part, I indeed meant TA Fo/Up.
But what I imply to say is that I have tried it that path a couple of times and that every time the room got full with spiders and it became impossible to get through, even with a group of full exotic geared, fine-tune build, experienced people, the difficulty spike was immense in comparison to the rest of the dungeon. The only way to counter it was through use of Guardians and Mesmers (something my group ofcourse didn’t consist of) That doesn’t sound as balanced, especially if those people came prepared. We either had to start over or kick out people and replace them with Guardians and mesmer’s. It just doesn’t add up in a good way.

I wasn’t aware that the path doesn’t exists anymore, which is very sad.
By renovating and scaling I don’t mean to remove whole paths, what I mean is by removing bugs (no pun intended) and improving the AI of mobs/bosses. Cause all stacking and just brainlessly button mashing is boring and not engaging at all. I fully agree on that explorables should be a test of skill and coordination.

I also don’t want future dungeons to be like Scarlet Timed dungeons, that’s the wrong way they are heading in. Right now Anet is satisfying the casual players but do nothing on the part of giving skilled players a challenge which requires strategy and trial and error.

The idea for Scaling dungeons is meant as a compromise: Anet can re-use the dungeon and focus more on strategy, new bosses and balanced difficulty. It would be an effective way if suddenly all dungeons could also be raids to satisfy that demand. Cause not having that challenge drives people away to other MMO’s.

Dungeon Renovation and Scaling

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Posted by: spoj.9672

spoj.9672

Just to clarify. You could dodge the spider spawns or dps rush the tree. There were many ways to do it that didnt require reflects. All it needed was a proper reset so if you failed you could try again. People complained because they got frustrated that they couldnt complete it without trying (something people are far to used to in dungeons atm).

Im afraid to ask for any changes/bug fixes in dungeons after what they did to TAFU.