I really like the GW2 dungeons because of their uniqueness in versatility. Not every boss is just another tank-and-spank, and each dungeon has its own special tricks and tactics. I run dungeons even if I’m not after the tokens or the lodestones, simply because they’re fun — the only time I really have a bad time in a dungeon is if my teammates don’t listen, are uncommunicative, or just plain rude. To be honest, there isn’t much I want to change about them, but here’s some of the things I don’t like:
1. Dungeons take too long because of boss health.
If your group is bad, or if you don’t know what you’re doing, it’s completely understandable if you take more than an hour to finish a single dungeon. But if your group is good and knows what they’re doing, then why does it still take so long?
The dungeon I’m thinking of in particular is Crucible of Eternity. Subject Alpha has enormous health; he’s one of my favorite bosses in terms of strategy, because I find the ice path-dodging to be a great challenge, but even if all your team members know what to do and don’t wipe, it takes incredibly long to finish the dungeon simply because the boss’s life is so big. And if you do die, the walk back is really, really long (thankfully this was addressed in path 2, with the addition of a new waypoint, but I have yet to see this improvement in path 3). A lot of people simply don’t run CoE because a) you have a big chance of getting at least one member who can’t dodge and b) even if you do have a great team, it’s a minimum of one hour, most of which is taken up by (almost) mindlessly attacking Alpha. I would love if this dungeon had more challenges like the laser, or even a more difficult Alpha, so long as it takes less time for a practiced group. I feel like the game is catering to glass cannon specced players — the better skilled you are, the less you need to spec on toughness/vitality — but it’s a pain for those of us who like being tough and tanky and supportive.
2. Looking for group system and the guesting feature.
The LFG system is a common complaint, and while I don’t really have trouble finding groups myself, I find it strange that players have to rely on external sources like gw2lfg.com to find members. As for the guesting feature, again I’m thinking of CoE — when you have five members from five different servers, and it’s contested on every server, then you have five people who want to do a dungeon together but can’t because there’s no one on Mount Maelstrom willing to kill the annoying Champ guarding the door.
3. Dungeons that cater to certain playstyles.
I don’t know if this is an oversight or it was really meant to be this way, but like I said in number 1, I find that some dungeons cater to certain builds and playstyles more than others. The TA dungeon, for example, I’ve found to be heavily ranged-biased. The strategy for the nightmare tree is almost always “ranged him to death”, and that isn’t fun for players who use only melee weapons. Or sometimes, a dungeon can be dps-biased, like SE path 1. I’ve taken to bringing a scepter and staff on my guardian, and I levelled a dps mesmer to 80 so I have more options when I want to run dungeons. Again, I don’t know if this is good or bad, because in some ways I like it (you need to know strategy to run it) but in some ways I don’t (I feel restricted whenever I want to do a dungeon and I’m on the wrong character). Perhaps if the bosses had two strategies, one involving more than one type of playstyle?