If anyone reads the topic title and chooses to respond without reading any further, they’ve already missed the point.
I don’t think I’ve ever labeled anything in this game as “difficult”. In fact, I’m often complaining about content being too easy. For example, prior to the recent dungeon patches I thought the difficulty of Ascalon Catacombs explorable mode was on par for the challenge level GW2 content. If you had a group that worked well it was pretty easy. But, if you didn’t, it could be annoying. Now, post-patch, I consider Ascalon explorable to be too easy no matter which group you wander into the depths with.
Caudecus’s Manor (story mode) is the second dungeon experience players will likely be exposed to and, in my opinion, it’s far too difficult (especially compared to Ascalon’s story mode). In fact, if the goal here is to enjoy a good story, I would say the difficulty level is causing it to miss the mark. I enjoyed adventuring with Rytlock and Eir through the catacombs. However, I had a difficult time following (much less enjoying) my assault on the manor with Logan and Zojja because I was spending too much time watching our party get slaughtered. In fact, I think Logan and Zojja spent most of our encounters dead, as they were being downed nearly every other battle.
Worse, our group consisted of three 80’s (Guardian, Elementalist, Warrior) and two ~65’s (Thief, Mesmer), so we were actually above the level 40 range of the dungeon. While we were, of course, level-scaled.. we all know how generous scaling can be (even with the recent attempts to correct that). That said, we had a lot of trouble with this dungeon and I can’t imagine a party of level 40’s doing this while still having any semblance of fun.
It was not a question of figuring the fights/mobs out or developing the right tactics. It was more a problem with the sheer number of mobs and the amount of damage they could individually do. I (the Guardian, wearing a set of soldier-based armor and large investment in the vitality and toughness trait lines) felt like I was being defended by tissue paper.
About a quarter way through the dungeon I started questioning whether or not characters were supposed to melee in this manor, because anything other than the mobility of ranged seemed like suicide. If the trash mobs weren’t taking a quarter to a third of my life off per hit, they were constantly knocking you back or down. It does not really matter if you have stability defense in your utility tray (I did) when several dogs are chain-pouncing you, or packs of humanoid mobs knocking you back with kicks every few seconds. At one point nearly everyone in my group synced the comment “can’t get up!”.
The damage itself just seemed off. In fact, on the very first fight (with the golem “boss”), I was taking a few hits from it and thinking he seemed pretty tame. Suddenly I (and all the other melee) were dead. One-shotted.. no visible warning that I saw, just full health to dead in the blink of an eye. Is that golem boss missing an animation? After recovering and approaching the golem again, the same lame situation repeated itself. For the life of me I could not tell how our deaths were happening.
I don’t know.. through a variety of moves and toggling abilities I’m able to “tank” the bosses in Ascalon Catacombs explorable mode with little difficulty. But the regular trash in Caudecus’s Manor story mode had me spending more time than not running for my life. Between their damage output, over zealous use of control abilities, and numbers, I just feel that the story mode of Caudecus’s Manor is poorly tuned in terms of difficulty.