Dungeon design going foward

Dungeon design going foward

in Suggestions

Posted by: Thunderstruck.5368

Thunderstruck.5368

So i ran my first dungeon a few days ago, Caudacus Manor. After reading countless threads on difficulty I kind of expected a challenge and got one. I enjoyed the challenge, Its not your typical MMO mindless stand there and wail on button mash. You have to use all your skills, As a elementalist i found myself in more of a support role using alot of my crowd control effects i usually ignore in open world PVE.

Yes there was alot of wipes but the further we got into the run the more the group (pug) seemed to adjust to the gameplay.

Here is my only issue with this particular dungeon. I don’t mind having a ton of mobs thrown at the group but this game calls for alot of movement when fighting. Those first 2 or 3 waves of mobs inside the mansion is a ridiculous fight . I hope the devs keep in mind the wonky camera system when fighting. The more mobs you throw at a player the more space the said player needs to see the action and where he is going/running. It became really difficult to kite mobs when your camera can not see the action because of a low ceiling. The line of sight makes it very difficult to fight packs of mobs in SMALL ENVIRONMENTS like the inside of CM.

I hope going foward as you design more dungeons you consider the line of sight,camera view ect relative to the enviroment, Obviosuly if it is a outdoor fight like at the end of CM throwing more mobs at the player is justified. I hope my post was clear and you "kind of " have a idea as to what I am trying to explain here.