Current state of PvE & dungeons
Yeah I agree with you 100% – thanks for writing this. This is funny because I calculated 75 hours to get the full Arah Exotic set (not including weapons) because of how the Dungeon is poorly designed and there is no incentive to complete the Dungeon or try different routes because there is a stand-out method to farming tokens the fastest.
The sad thing is, even though I really find it boring – there is actually nothing else to do!
The “grind” element is for people who want special or unique appearances. Statistically, they are no better than the exotic gear that you can craft (or buy) with little to no “grind”.
So, yeah… they HAVE removed the grind element if you don’t want to do it yet remain (at least stat wise) on the same level as anyone else your level. For those that want to put in the time and effort for a unique look, this is for them.
Grind is good. Just make it so that when I DO grind, I’m also having fun along the way. I can’t do that inside dungeons which are as terrible as they are atm.
Dungeons are fine as they are.
Dungeons need a complete rework. They need BIG changes which I am going to suggest and dungeons would need to be re-balanced around my following suggestions if they were to be implemented.
- If you die in a dungeon (not downed) then you cannot respawn.
- If you die in a dungeon (not downed) you have a 60 second respawn timer.
For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.
A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).
Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.
Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).
Of course if either of these suggestions are implemented then Dungeons will have to be reworked:
- by removing 1-shot kill mechanics,
- tweaking the number of trash mob packs,
- balancing hit-points and DPS of bosses/mobs.
But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).
In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).
TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.
Token System Suggestion in Spoiler
The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).
For people complaining about Dungeon GRINDING
Grinding for Dungeon tokens is completely 100% optional because the stats on the Dungeon Exotic gear are not the best you can acquire. In fact if you want the best stats you should be looking at crafting your own gear, or buy it off the Trading Post (I understand that gold is harder to get now but these are your options). But here is the deal, if you want to look like every single level 80, then don't run dungeons... On the other hand, if you want to look like intimidating and awesome, then get the Dungeon Exotic Gear of your choice. And for the more casual players who don't have hours on end to spend farming tokens, there is the Rare set of dungeon gear you can also acquire however all Rare dungeon armor sets will have the same appearance, but they still look nice and the stats aren't that bad either.
(edited by Adzy.8370)
3 words. Tactics, variety, challenge.
theres nothing to do in PVE
its too expensive.