What we really need for endgame pve!
Well the problem with AI is that it is predictable, so no dungeon can be difficult without being tedious. Also I seem to remember most current dungeons being ‘too hard’ on the game’s release, now they seem fairly easy.
If they do manage to release a hard dungeon, it won’t be hard for long. The only way they can make it hard is if the mobs hit for ridiculous amounts or just 1 hit kill you. Then it is tedious.
No no, by difficult I dont mean trash mobs being difficult, but bosses, and not “dis dog be one hittin you”, but “dis dog be one hitting you all if you dont do that, while doing that and avoiding those while counting seconds when you need to dodge”.
So again just a routine that people have to follow? It will be hard to begin with, but people will soon learn the patterns of the AI.
Yes, the the road to learning it all is long and difficult, and there will be so much room for mistakes which will not be forgiving. And you know what all humans do? Misyakes.
I personally don’t see the appeal.
I guess this sort of content would appeal to a small percentage of the player base, but nobody I know and spend time with in GW2 (all of them between 5000 and 9000 AP, so clearly not “newbs” nor overly casual) has that kind of attitude or expectation.
That sort of content would have appealed to me when I was 16-20, maybe. The majority of GW2 players are not in that bracket, nor dot hey have the time or will to put themselves through such an ordeal just to “beat the game” or even to display a title.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I thought thats the philosophy of our developers. You farm dungeons for good looking gear so you will look awesome, you farm useless (stat vise) legenaries to also look awesome, you play spvp for braging rights, you play wvw for server pride, not solely for that of course, or thats what I thought.
I play the game so I can hang out with my friends, explore beautiful landscapes with them, do events, play through any story content (that includes personal story, dungeons and living world), some PvP on the side when I get that feeling that I’d like to play tactical, and yes, I go for achievements. All of these things are fun while I do them, and none of them (with the exception of some achievements) are grindy. I play the game because I enjoy playing, not because I enjoy the split second at the end of playing that is some reward or other.
I don’t play the game to suffer through hours and hours and hours of content that is not fun, and your idea sounds like the least fun I could possibly have in the game.
:)
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
I would rather them install more things like the candidate trials, but instead of stopping them from taking gold, more like defending a keep against risen, each tick getting harder, eventually leading up to a dragon.
and instead of event style rewards like bronze, silver, gold. Each round you make it threw, you get random rares with a chance at an exotic/precursor.
Well I guess if that is what you like then that would make sense. However; I fall into the category which is diametrically opposed.
I have never stepped foot in one of the Dungeons. Neither Fractals, nor the Final step of the Personal Story Path have I chosen to tread. Why, because I don’t like dungeons.
It is not that I am new to the game or its mechanics. I have 5 L80s and my 7k Achievement chest is right around the corner. Maybe by definition it would put me in Endgame category, to some, I don’t know. But if so, then putting even one minute of Dev time into a harder version of something that I wouldn’t do in the first place, just would not get my vote.
Now I am aware this is just ‘My’ preference but as I know many who feel the same way as I do. I feel comfortable in collectively saying, what you conclude as to “What ‘we’ really need for endgame pve!”, for a lot of us ‘we’, would NOT include Harder Dungeons
Let’s be serious for a moment.
There has been very little content that has not been absolutely destroyed by Dulfy’s guides. And even if they didn’t have one at release, one would pop up as soon as the dungeon was completed by someone.
And let’s also think about the playerbase. How many people do you think would be willing to take days, possibly weeks or months trying to best a dungeon… all for a title? A huge majority of the people in this game do things only for the rewards. Put in something that is not a tangible reward (aka something not worth money) and you end up with that content being ignored.
If you think that won’t happen, then take a look at the minigames. Most of the off-season ones are pretty much dead and the on-season ones have people who team up to farm god kitten achievements.
Hell, take a look at Fractals. They were supposed to be the holy grail of dungeons: increasing difficulty and increasing rewards, meaning that people who liked difficulty got what they wanted. And how well did that work, again?