With the newest dungeon update I feel as if many concerns I had about dungeons still remain unaddressed. If someone could help explain some of these to me then mybe I’ll have a better undersstanding of why they designed the dungeons the way they did.
1. “Trash mobs” in dungeons are at times more difficult then the bosses. The best example I can think of is in Arah risen mages, elementalists and hunters are often much more difficult then the first 2 bosses of the forgotten path.
2. Despite getting rid of the holy trinity dungeons still feel like they require specific professions ike the gurdian who’s healing and tankyness are a must. While other profs feel like an after thought in dungeons. (Maybe I’m playing the necro wrong, curse necro, but compared to the guardian I feel much less useful). Does this mean I should make a lvl 80 guardian to farm Arah tokens for my necro? That just makes no sense to me why I can’t get tokens with the profession I want to use the tokens for. Even your update says tokens are now account bound so you can farm tokens with one character for another.
3. Dungeon rewards feel undervalued vs the difficulty required to get them. I can get blues and greens much easier by farming events with magic find then trying to complete a dungeon.
4. Dungeon’s of lower level allow the purchase of lvl 80 gear with their tokens despite that Arah is a more difficult dungeon vs CoF. In Arah mobs and bosses are lvl 80+ with those in the dungeon sporting lvl 80 gear and such vs a lower lvl dungeon like CoF where yes your lvl is downscaled however you still bring in your higher lvl gear, full trait trees and all skills you want unlocked.
5. Time required to complete paths is disparingly different. Most Arah paths I’ve found take nywhere between 2-5 hrs depending on group and path length while I’ve been reading people doing under 30min CoF runs. The time commitment seems disproportiant to the rewards.
Again I’m not saying dungeons are to hard just that I am confused on some of tnere design decisions.
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