I swung a sword. I swung a sword again—hey, I swung it again!
And that’s all I did in that sinking iceberg town.
Honor of the Waves as a dungeon is quite the slap in the face when I consider that line from the “GW2 Manifesto” first delivered about 2 years ago. Running the dungeon is the experience of chopping down a tree with a dull axe. I see the ending, I can do it, but man is it boring, tedious and why doesn’t somebody just give me a sharper axe?
The problem with the Honor of the Waves dungeon is honestly rather simple: everything just has too much health. That’s it. It sort of reminded me of any poorly designed difficulty system on a video game that only increases enemy hit-points based on how far you go up the difficulty scale. There should exist somewhere a formula: Fun is relative to the ratio between a respective enemy’s total unique, active, anti-personnel abilities (skills in GW2) and that same enemy’s total hit-points. If the enemy you’re fighting has 2 or 3 unique attacks, it shouldn’t have 80,000 hp because (in the system of GW2) it would be horrifically boring to wail on it for 20 minutes while its predictable attack patterns never hit you or really impact the flow of battle at all. Unforunately, that’s the case with the entirety of the dungeon leading up to the boss fights.
For an example of a good fight, let’s take a look at Lieutenant Kholer. Now this guy’s a pretty good boss. Sure, he has a pretty hefty hp pool, but he has several unique attacks to give enough variance to his attack patters and the flow of combat overall. Most importantly, his attacks (except for his AoE tow-line and whirl) are anti-personnel. He attacks you personally. That’s terrifying in the best way possible. However, the only caveat is that once you’ve seen his big attack—there’s no real surprise anymore (especially given that is has a GIGANTIC cue animation). What this means is that dodging it after the seventh time (since the interval between each big whirl attack is so long) is a little more of a snooze-fest than an engaging battle. However, the danger of outright boredom is kept in check because of how much he moves around and attacks individual players directly.
Now taking a look at the boss of the first path in Honor of the Waves, we see that he has an enormous hp pool and constant Protection, Retaliation and Regeneration (don’t argue that you can take down the totems because, while you can, the rate at which they regenerate is rather fast; since it takes so long to kill him even without the totems it effectively gives him the boons for the entire duration of the battle). Those boons are just barely skin-of-your-teeth better than giving him a straight health buff in addition to his already vast hit-point pool. More importantly, none of his attacks are truly personal. Whirling Defense just makes him stand there reflecting projectiles. All of his direct attacks are AoEs, and while he does have a pull attack (with a pathetic range), he has no gap-closers which makes the entire fight a boring ranged battle that turns into an eight-minute Maypole Dance around the Butcher with guns, bows and magic.
I could break down the rest of the dungeon’s bosses—and even the mid-bosses as there are a lot of them—but I won’t since that would be tedious and superfluous as they all suffer from the same issue. The fact of the matter is nobody wants to prove that they’ve outwitted a boss’ onslaught more than five or six times—much less twenty times. Bosses need a lot of hp to deliver a long fight to a player, but they also need several skills to prevent that encounter from becoming five minutes of pressing the same four buttons repeatedly. My advice for the dungeon would be to lower the hp of most, if not all, enemies by about 30-40% and then give the mid-bosses and bosses 1 or 2 individual-target-based attacks and maybe a gap-closer. Make the bosses MOVE. Suddenly, the dungeon becomes a lot more engaging and has a lot less “Now we get to stop here and beat this stationary ice monster with a stick for 10 minutes” areas.