Hey guys,
After reading most of the posts within the dungeon section, it does seem that malcontent is being spread because of dissatisfaction with the inherent design in the dungeons.
I am not very experienced with any form of raiding in an MMORPG; however, I have played the genre since Star Wars: Galaxies. I bought Guild Wars 2 because I have played and loved Guild Wars for six years, and along the way have met some very awesome people whose relationships have transcended just playing the game.
Here is my two cents on the dungeons: we loved, loved, loved doing HM dungeon runs in GW1. We, as a guild, met the other night with the intention of doing Ascalonian Catacombs in Explorable mode. We got some builds together and started to go through the dungeon. To make a long story short, we failed. Also, everyone was really disappointed with it, because to everyone of us it felt cheap.
Fundamentally, it seems like “difficult” has been confused with “cheap” for the dungeon. The design makes it so. It isn’t the high HP of the trash mobs (which, granted, stalls the flow through the dungeon, and is bordering on tedium). Also, having traps that take off 50% of your health with one hit is disheartening, especially when they overlap and it is an instant death. Also, the lag in the game makes it such that one can appear to be outside of the red ring of death and the trap will still get you. The latency can be a killer, literally, here. In no game, at no time, has “insta-death” ever been fun. It just feels cheap.
Also, Lt. Scorpion-Style-“GetOverHere!”-Followed-By-Spinney-Death feels cheap for numerous reasons. First, there is no escape for squishie classes that get caught by him. Instant-death follows. The latency ruins the dodging here, so it is hit or miss for a correctly-timed dodge, even with practice. Secondly, his scorpion-wire skill will pass through the pillars in the area that is to the right after going down the stairs. How can you dodge something that will pass through walls to get you? To us, and granted, we’re not elite gamers, is just feels cheap. (And cheap feels like an artificially inflated method of increasing the difficulty on something that wasn’t designed well.)
For the bosses, the ignoring of battlefield control is something else that feels “tacked-on” for difficulty. In the game realm, it destroys a bit of the sense of immersion when a human boss can remain standing when a hammer hits them in the face. As a guardian, here is a list of the skills that are rendered moot by fighting any kind of boss:
Zealot’s Embrace
Banish
Ring of Warding
Blinding Blade’s Pull
Line of Warding
Chains of Light
Shield of Absorption
Sanctuary
Bane Signet’s Activation
Signet of Wrath’s Activation
Hammer of Wisdom’s Command
Tome of Wrath’s knockdown
That’s 12 skills that are really not functioning the way they were designed, all because of a difficulty system that doesn’t gel with the overall game design.
The “cheap” feeling, if the developer kittenads this gets nothing else out of this post, is the number one thing that is causing the dungeons to not be fun. I’m not asking for you to make the dungeons easier, I’m asking in future expansions for you guys to make darn sure that you have your best game designers working on the dungeons. I’m sorry, but the dungeons feel like a very poorly designed portion of the game. The Let whomever designed the world meta-events take a stab at it. If it was indeed the same person for both, bring in others to collaborate with them.
Thanks for reading the wall’o’text. Overall, my guild and I love the game. Seriously. We love it! This is my stab at constructive criticism. Thanks!