Approaching Dungeon Difficulty: NPC's

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t understand the point of any NPC other than to slow you down. In fact, they are mostly useless, adding nothing to the dungeon but lore and dungeon breaking bugs.

So… Why aren’t they optional? Why not make the dungeon really hard and if you do the tasks for the NPC’s, they’ll make the dungeon easier.

That way groups that have trouble, will have to choice to take an NPC with them. Providing buffs, heals, rezzes and can get more powerful as the dungeon progresses, depending on what NPC you choose.

This opens up achievements or other more rewarding tasks of being a dungeon without seeking aid of an NPC. Always having the option to make something easier is better than the option to make something hard.

NPC’s can have an interesting placement for Guild Wars 2 dungeons, instead of a frustrating hassle.

With the new expansion pack coming out, a revamped dungeon system would be a wonderful addition to new and old players alike.


PS: cliffs and ledges ArenaNet, if doors are buggy then gravity is your friend. Luring bosses out of a room is WAY to handy for way to many dungeons.
PPS: Give Legendary enemies a downed state, makes beating a boss much more satisfying.

(edited by Nova Stiker.8396)

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: Conaywea.5062

Conaywea.5062

The npcs are ok , the problem now is that they try to “exploit” everything in dungeons and not doing things like are supposed to do

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: Trice.4598

Trice.4598

The npcs are ok , the problem now is that they try to “exploit” everything in dungeons and not doing things like are supposed to do

There is absolutely nothing OK about the npc, the way they are desgined to trigger event in dungeon, they follow a path and when enemy push them outside they have to reset from the beginning of their path, they aggro mobs when your party is out of combat. I would rather have “ghost-like” npc, that just stand there to be pretty but doesn’t affect the dungeon at all.

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: dlonie.6547

dlonie.6547

The npcs are ok , the problem now is that they try to “exploit” everything in dungeons and not doing things like are supposed to do

A wild guess…is your name Mike?

You remind me of a Mike, my VideoGamer friend.

I could be wrong, there’re plenty o’ fish out there.

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: Milennin.4825

Milennin.4825

The npcs are ok , the problem now is that they try to “exploit” everything in dungeons and not doing things like are supposed to do

The reason people exploit is because the NPCs are unreliable (and slow too).
I’ve had times our party wiped at AC path 3’s final boss because the NPC didn’t bother to follow us. That stuff needs to go and they either need to get their act together and 100% fix these NPCs or come up with another solution for dungeon scenarios.

Just who the hell do you think I am!?

Approaching Dungeon Difficulty: NPC's

in Fractals, Dungeons & Raids

Posted by: Nova Stiker.8396

Nova Stiker.8396

The npcs are ok , the problem now is that they try to “exploit” everything in dungeons and not doing things like are supposed to do

There is absolutely nothing OK about the npc, the way they are desgined to trigger event in dungeon, they follow a path and when enemy push them outside they have to reset from the beginning of their path, they aggro mobs when your party is out of combat. I would rather have “ghost-like” npc, that just stand there to be pretty but doesn’t affect the dungeon at all.

That’s another solution, but it’s a missed opportunity.

When you got a full team of players wearing full zerker armor steam rolling an entire dungeon, poor AI is the least of ArenaNets problems.

Even if it’s poor AI, it’s hard to hate it when it’s helpful.

Wouldn’t it be great if NPC’s come equipped with more abilities than just an auto attack that deals 30-40 damage? Supply Drop, banners, spirits, various CC and support abilities, they don’t have to hit super hard but probably a little harder, I saw Morrigu lose a 1v1 to a Volatile Blossom, it was pretty pathetic…

I’ll say it again, Morrigu lost to a flower. -_-

I still stand by my stance to make all the dungeons much harder and the NPC’s as powerful optional help.

1. It’ll add an actual explorable mode.
2. It will allow an increased dungeon difficulty
3. At the same time, it’s an option to make the dungeon easier if players find it too hard.
4. You can still show off the game/dungeon lore.

(edited by Nova Stiker.8396)