Desolation – Mistress of significance level
Ok, I read this post (I cutted it a bit down but you will get the gist):
I have never seen a MMO community go to such great lengths to avoid mechanics in PvE content like I do in this one.
People sitting for 20 minutes in CoE path 1 waiting for all the trash to despawn.
People spending 30 minutes jumping through sections of the map to avoid a 10 minute underwater fight because the fighting is just too irritating in HotW paths 2 and 3.
People going to great lengths to avoid actually doing content in CoF path 2 and working night and day to find ways to exploit an encounter or cheese a mechanic because the way it is designed is so poor that people have no interest in participating in it.
People chaining speed buffs to burst through areas in TA explorable because stopping to fight the mobs is just too annoying.
People wiggling their way onto rock ledges to jump over gates/walls in CM explorable to avoid fighting some of the bandit pulls because they’re so stupid to deal with.Honestly, I don’t think I’ve been in a full and complete “as designed” dungeon run in weeks. Every group has a modified way to circumvent a particular scenario. It’s a testament to how hideously designed a great deal of these dungeons are when people actively look for ways to get around your mechanics to such an extent that if a path doesn’t have enough of them they simply won’t run it.
And than remembred a conversation I had with a friend not long time ago. About how boring raids and dungeons in MMOs usually are. Not that there aren’t great designed raids out there, but it is usually a very combat heavy things.
There is no stealth involved or generally any other methodes of overcoming obstacles. It is just plain hack and slash combat, which can be fun don’t get me wrong.
And now I realizes that these dungeon exploides in GW2 are actually to some degree that I felt was missing very often in PvE experiances. Creative diffrent ways to approach things.
And here is something which goes more to the developer. Instead of fixing all these exploides, I would rather like to see these things incoparated into dungeon design.
Fight or puzzle?
Stealth or run?
Acrobatic or lore?
So you have at least two ways how to engage an encouter, which can be radically diffrent but equally challenging.
Perhaps make the endboss mendatory to finish the dungeon, but make the way to reach him more versatile and interesting.
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