First: What’s wrong with dungeons
So, I was in HOTW last night, and did Paths 1 and 3. Path 1 has some changes that have convinced me that GW2’s dungeon design for explorables is fundamentally not working. Specifically, in Path 1, there’s a boss version of an Icebrood Seer who used to be a boring DPS slog because he had high HP and no really threatening damage. Rather than add damage or any interesting mechanics to the fight (the boss literally does not and, by all appearances, cannot move) they just added some adds. All this did was make us move closer together, as the summons also did such low damage and came in such small numbers that we simply grouped up and let the passive AoE we were dishing out on the boss take them down. It was, in short, no different from how the fight used to go – we all stood in one place and smacked the boss as hard as possible.
A lot of the fights in HOTW are boring. The Butcher is easily the worst offender – two of his totems (Protection and Regeneration) do nothing but prolong the fight, even if you do everything else perfectly; the third buff (Retaliation) does so little damage my group safely ignores it completely; and on top of that he has a giant boatload of HP. We killed his Regen and Prot totems some ten times last night, each. The fight lasted in the range of eight minutes. Eight minutes, and the only skill we were required to use was to dodge-roll out of melee range when he did the spin attack. If it’d been eight minutes on the edge of my seat, fine — but it wasn’t, it was eight minutes where I figured out the boss in thirty seconds, and then had to do a bog-standard DPS rotation while our ranger destroyed the totems.
Another great example from HOTW P3 is Fimbul. Fimbul’s got 2 mechanics: first, an easily-dodged knockback, and second, his healing ice shield. He goes into the ice shield, you beat on it til he comes out, but he heals all the while. Again, it’s an unavoidable mechanic that does nothing more than prolong a fight that was too long to begin with, due to Fimbul’s buckets and buckets of HP and the inconsistency of DPS on him due to the need to dodge his knockback. There’s not even a way to say you’ve “mastered” this fight — whether he’s in the ice block or out, you’re best off just doing the max amount of DPS you can in a given moment. There’s no way to interrupt the ice block heal, or force him to reflect the knockback at himself. Compare to a dungeon that’s done right — the Dredge fractal final boss. While still probably having more HP than he needs, these bosses at least let you avoid their fight-prolonging heals. They punish you for screwing up, and reward you for doing well with a shorter, more satisfying fight. Unlike Fimbul, who is going to enter his ice block at least 3-4 times during a given fight. Our relatively low-DPS group had it happen 6 times last night. Six unavoidable, fight-prolonging healing sessions. Great fun, guys, lemme tell you.
Next post: How to fix it.