(edited by SevenWhite.4367)
Suggestion: revert dungeon changes.
i like this change. makes my medics feedback trait more useful (: no need to revert changes in my opinion.
Without removing the ability to waypoint during combat, many groups were not learning/using the mechanics intended and instead just rushing and using brute force (and deaths) to achieve the goal. That was not the original intention of these instances. Yes, some of the instances were (and some still are) quite difficult to complete. Many have been altered to make them more achievable, and more changes are coming next month as the dungeons get further refined.
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
Short answer: NO
Would rather have a petition for people to stop complaining about this. You should absolutely not be able to die and just rush back in over and over. If you die, suck it up and take your dirt nap.
No, this change is great. The only thing I would like to add is mobs have a longer leach that wouldn’t reset so easely making rushing past less viable.
I don’t think a longer leash is desirable. Yes, it would make running harder. Unfortunately without making the leash infinite, people will still find ways of running past. And making the leash infinite would unfairly punish players who accidentally slightly overagg.
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
I don’t agree. I like this change. The only thing needed now is to apply part 2 of the operation : balance/tweak some dungeons/paths/bosses (especially reducing health pool of some bosses : HotW for instance) and adding more WP.
UNsigned.
This is a step in the right direction. Corpse running shouldn’t be an option. If anything they might need to rebalance or even remake some areas of some dungeons now (like they did with CoF path 2, which is much better now), but that’s nothing if not another step in the right direction.
The idea behind the change is fine, but I would suggest something like a one minute downtime before you can waypoint again. If a party is going to wipe, it’s most likely to wipe in one minute anyway.
But now, just a bit too often a dead person might have to wait up to 15 minutes to continue playing, maybe only after one small mis-step.
A one minute cooldown would prevent 90% of the res-rushing cases, but will not prevent a player from blankly staring at his or her death screen for a quarter of an hour. But it’s maybe long enough for the allies to consider ressing this person if the boss fight allows for that.
Without removing the ability to waypoint during combat, many groups were not learning/using the mechanics intended and instead just rushing and using brute force (and deaths) to achieve the goal. That was not the original intention of these instances. Yes, some of the instances were (and some still are) quite difficult to complete. Many have been altered to make them more achievable, and more changes are coming next month as the dungeons get further refined.
Removing the ability to WP is having a worse impact on pushing people away from learning dungeons for many groups. Groups are already skipping Kholer more often in my experience because with a pug this fight becomes a massive time sink when one or two people keep dieing. I am spending so many of my pug experiences almost soloing bosses now, it’s not very fun.
If players don’t have some kind of ability to tailor dungeon difficulty to their skill level (res rushing, multiple chances to take on the boss, good groups still succeed without deaths and progress much faster, so there was always incentive to not res rush) many of them are going to hit the brick wall that is a difficult encounter they can’t beat without the ability to revive in the middle of it, and we are going to see less people running dungeons as a result. It’s a very careful balance (one that is always going to leave some players out unfortunately) to make the content accessible, but still challenging. FotM had the ability to scale difficulty so that the lower levels were accessible to everyone, CoE or Arah don’t have that (they had a pseudo version in the form of reviving mid fight but that’s gone now). It’s common to find plenty of people who thought dungeons were too hard before, shutting them out by walling them with encounters they can’t beat without res rushing isn’t going to help them learn dungeon mechanics and grow the dungeon community.
Hopefully the dungeon devs are paying attention to people completing dungeons since the change and can respond to any issues that pop up.
Without removing the ability to waypoint during combat, many groups were not learning/using the mechanics intended and instead just rushing and using brute force (and deaths) to achieve the goal. That was not the original intention of these instances. Yes, some of the instances were (and some still are) quite difficult to complete. Many have been altered to make them more achievable, and more changes are coming next month as the dungeons get further refined.
Removing the ability to WP is having a worse impact on pushing people away from learning dungeons for many groups. Groups are already skipping Kholer more often in my experience because with a pug this fight becomes a massive time sink when one or two people keep dieing. I am spending so many of my pug experiences almost soloing bosses now, it’s not very fun.
I have run AC multiple times, sometimes with new folk, since the update. We still fight Kholer and have no issue.
The thing is that even inexperienced people can run all dungeons with little issue (except maybe Arah; that kitten is hard!). You just need a decent group that understands both how to play their chara and how to play as a group. If people are not helping others back up when they are downed, then that is a fault of the group, not of the dungeon.
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
Not signed. Keep the change, it’s a lot better the way it is now.
Inexperienced players are generally more willing to learn and they don’t have bad habits.
Bad experienced players are generally not willing to learn how to do it the correct way because they deem themselves “experienced” and they have bad habits.
Sounds like you never learned any tactics or teamwork in dungeons and just preferred to zerg rush the bosses. Now you have to actually do some real work.
i think anet wants fractals and normal dungeons system to be the same! thus the dungeon wp revamp! all in the name of balance!!!
NO, i like it as it is!