Citadel of Flame needs Rework
Are you watching the cut scenes?
Dungeons arent going to get any reworks, its dead content since anet focused on fractal/raids as their group instance content.
The design itself is not inherently flawed, but the dialogue and in-game text needs to be reworked so that the player doesn’t need a guide to know how to play the dungeon.
Games, including this one, have always been set up so that some things are explained in detail… and some are left for us to discover on our own. That was the case with dungeons originally, in that the overall goal is explained, but it was never meant to be explicit.
So we’ve always had the choice: figure it out on our own (as me and some of my friends prefer to do) or look it up in a guide (as others prefer).
So unless you can offer specific examples of the in-game text being wrong relative to the mechanics, I don’t agree that they need a rework.
The design itself is not inherently flawed, but the dialogue and in-game text needs to be reworked so that the player doesn’t need a guide to know how to play the dungeon.
Games, including this one, have always been set up so that some things are explained in detail… and some are left for us to discover on our own. That was the case with dungeons originally, in that the overall goal is explained, but it was never meant to be explicit.
So we’ve always had the choice: figure it out on our own (as me and some of my friends prefer to do) or look it up in a guide (as others prefer).
So unless you can offer specific examples of the in-game text being wrong relative to the mechanics, I don’t agree that they need a rework.
There’s “not explained, have fun finding out” and the there is “there is no clue you have to stand in these 5 places and not move or the enemies will spawn infinity”. One is fun, the other is literally a half hour and multiple rage quits before someone showed up who knew what was going on.
There’s “not explained, have fun finding out” and the there is “there is no clue you have to stand in these 5 places and not move or the enemies will spawn infinity”. One is fun, the other is literally a half hour and multiple rage quits before someone showed up who knew what was going on.
Seriously, there is hardly any dungeon mechanic that is not self-explanatory or can be found out in a couple of minutes.
At this point there are only 2 reworks to dungeons I would like to see.
A – Change mechanics so that all paths can be soloed if the player has enough skill to do so. I can’t agree with forcing parties of a minimum size just for mechanics on content that only a small portion of the userbase does now.
B – This one is a much more comprehensive rework, so I know it wouldn’t happen. But I’d also like to see 50-80% of all trash mobs removed from dungeons, depending on the paths, but then make 95% of the rest of the mobs unskippable. New players just get confused on the skipping, they don’t know how to do it, they don’t know what can and can’t be skipped, and in some cases them trying (and failing) to skip ends up taking longer than just clearing the mobs. And this makes a lot of veterans not want to party up with new players, which just further fragments people who want to do dungeons in my opinion
The design itself is not inherently flawed, but the dialogue and in-game text needs to be reworked so that the player doesn’t need a guide to know how to play the dungeon.
Games, including this one, have always been set up so that some things are explained in detail… and some are left for us to discover on our own. That was the case with dungeons originally, in that the overall goal is explained, but it was never meant to be explicit.
So we’ve always had the choice: figure it out on our own (as me and some of my friends prefer to do) or look it up in a guide (as others prefer).
So unless you can offer specific examples of the in-game text being wrong relative to the mechanics, I don’t agree that they need a rework.
There’s “not explained, have fun finding out” and the there is “there is no clue you have to stand in these 5 places and not move or the enemies will spawn infinity”. One is fun, the other is literally a half hour and multiple rage quits before someone showed up who knew what was going on.
What’s the difference between “before someone showed up who knew what was going on” and alt-tabbing to look it up in a guide? Clearly, it wasn’t fun for you to figure it out (at least, not this dungeon in this game), so I’m not sure why you’d want to try for half an hour.
However, just as clearly, someone else figured it out using the same clues available to you — otherwise, no one would have every run any dungeon path and there wouldn’t be a ton of guides available.
The thing is there’s no such thing as a perfect balance between “too hard for some” and “too easy for some” So even if ANet diverted resources to adjusting dungeons, they still be as likely to make things worse as to make them better.
Honestly, if anet ever decided to devote any developer time to dungeons (which they won’t), I’d rather they make new dungeons.
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
Maguuma – Predatory Instinct [HUNT]
Necromancer
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
If they don’t want to maintain content, it should not be in the dailies where it will be regularly interacted with.
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
If they don’t want to maintain content, it should not be in the dailies where it will be regularly interacted with.
We the players asked for it hence why its in the daily rotation.
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
If they don’t want to maintain content, it should not be in the dailies where it will be regularly interacted with.
We the players asked for it hence why its in the daily rotation.
We the players have also asked for dungeons to get reworked to be more like aetherpath (or at least just be updated to not be so outdated) but that sure hasn’t happened.
The main problem with them not updating dungeons is that they’re what players see long before they hit level 80, and it really just makes new players not too excited for what raids or fractals can bring when dungeons are so…. well, to put it bluntly, bad.
As their mother, I have to grant them their wish. – Forever Fyonna
(edited by Durzlla.6295)
gw2dungeons.net you can find guides for each path
Watch the cutscenes and know that Anet has already made their stance on dungeons clear. It is discontinued content.
If they don’t want to maintain content, it should not be in the dailies where it will be regularly interacted with.
As mentioned already, people wanted dungeon dailies to get groups going again. Anet did this but their stance remains the same. They are not reworking dungeons.
Maguuma – Predatory Instinct [HUNT]
Necromancer