Dogpile chain cc death and runback challange?

Dogpile chain cc death and runback challange?

in Fractals, Dungeons & Raids

Posted by: Liffero.3421

Liffero.3421

Anet, please make repair stone in dungeons free of charge untill dungeons are fixed. So we can at least run them with no economic sufferings untill you’ve balanced the fights. And please add one at each boss. die and runback system of yours is not fun.

I wont write alot about this because i see alot of ppls allready have.

Apparantly Anets idea of challenging is “let mobs hit ALOT of dmg, and let em chain CroudControl you, respawn in 20 sec and hence and repeat” – I got this universeral feel for not only dungeons but also most of the 70+ zones. so it goes like this

5+ mobs dogpile you, each of them seem to use their best dmg skill the very moment they aggro/respawn, they cc you to bits and evade does not work more than 2-3 times so you simply cant evade everything. leaving us with, instantkills, and corpseruns as the challanging part, when it really just feels like a kick in the holy sack instead of being challenging. – A funny example is in the 70-80 zone where undead whip you towards em, i had 4 of those on me doing whip at same time made me bounce between them as a rubberball untill i died of the 4.5k dmg the other 2 veterans did on me meanwhile. so a 10sec immune to cc after been cc’ed would help ALOT in my opinion. At least you stand a chance evading, heal up, run off or whatever.

The eye of Zaitan fight in storymode was kinda spot on what i see as challenging, it was hard, but doable when paying attention to whats going on. In dungeons if feels like a dps race, players dont seem to have any form to root/cc mobs for valid amount of time. so when you spawn 6 veterans on us each capable to deal 8k+ dmg at vill.+chain croud control.it feels like a slap in the face instead of challenging. how about spawning 3 veterans, and 3 normal ones, and give players some pve only skills for long duration root trash mobs? this way we CAN die if not! but we can also handle the fight by using cc! – so far my groups have had like 10sec cc at most with 40sec cooldown? (i have given up on dungeons so i might be mistaken about the cc players actually have)
Even adding a better droprate for dyes on the trashmobs would for me make em feel worthwhile killing. (for some reason, i calm down from raging if i find an dye)

while im at it, even though its not dungeon related, who the frechnox found out it would be a good idea to have contested waypoints? i spent 55 minutes yesterday trying to reach other side of map because ALL 8 waypoints i had on that side of map was contested, and every time i tryed run there got sick of killing off the 100 adds i got on the way, got cc’ed to bits, killed and had to start over. Roads ARE NOT safe travel routes, infact ur not safe ANYWHERE outside cityes in this game. Mobs should not zerg you on a road thats drawn on the map. Should be some waypoints in all sides of the map that can not be contested.