Technical Strength – Engineer
Dungeon Master – FotM 46
So in GW2 dungeons, skill and competency is moreso focused on the individual instead of the group as a whole. For example, while a good guardian can provide his team aegis and protection, this still won’t be able to make up for an individual who can’t move, dodge, and use his/her skills properly.
So great! I like that facet.
But now you’ve got a portion of the population who is challenged by the content currently out – having trouble in CM, complaining about the new AC (which is ridiculous, but I digress) and trying to figure out how to tackle Lupi.
On the other end of the spectrum, you’ve got people completely bored with the difficulty level of the game (highlighting explorable level dungeons, originally a form of “endgame”). You’ve got multiple classes SOLOING a boss that entire groups wipe and complain about. This is pretty much an attempt to challenge ones self.
Maybe the new dungeon being released will bring some added difficulty in, but I don’t quite think this will happen. The dungeon not being developed by the actual dungeon team gives me the impression it will be awesome visually and possibly in terms of a story, but again, easy. (I believe it is labeled as a story-mode)
Is there any chance the dungeon team is planning on releasing some really, really hard content? Something akin to the Mad Kings JP for PvE. Providing more of a challenge to players helps them improve on a personal and team level, essentially helping or making them get better, if they want to complete content. I think this is the next step for GW2 dungeons; a game based on such an action-oriented combat system needs to be developing next level PvE dungeon content. I think it’s possible without the trinity.
Here’s an awesome/interesting video about anyone who played Vanilla/BC WoW, and how it stood up to it’s successors. He talks about difficulty and how it motivates and inspires players alike.
So in GW2 dungeons, skill and competency is moreso focused on the individual instead of the group as a whole. For example, while a good guardian can provide his team aegis and protection, this still won’t be able to make up for an individual who can’t move, dodge, and use his/her skills properly.
So great! I like that facet.
But now you’ve got a portion of the population who is challenged by the content currently out – having trouble in CM, complaining about the new AC (which is ridiculous, but I digress) and trying to figure out how to tackle Lupi.
On the other end of the spectrum, you’ve got people completely bored with the difficulty level of the game (highlighting explorable level dungeons, originally a form of “endgame”). You’ve got multiple classes SOLOING a boss that entire groups wipe and complain about. This is pretty much an attempt to challenge ones self.
Isn’t that what fractals is supposed to do?
So in GW2 dungeons, skill and competency is moreso focused on the individual instead of the group as a whole. For example, while a good guardian can provide his team aegis and protection, this still won’t be able to make up for an individual who can’t move, dodge, and use his/her skills properly.
So great! I like that facet.
But now you’ve got a portion of the population who is challenged by the content currently out – having trouble in CM, complaining about the new AC (which is ridiculous, but I digress) and trying to figure out how to tackle Lupi.
On the other end of the spectrum, you’ve got people completely bored with the difficulty level of the game (highlighting explorable level dungeons, originally a form of “endgame”). You’ve got multiple classes SOLOING a boss that entire groups wipe and complain about. This is pretty much an attempt to challenge ones self.
Isn’t that what fractals is supposed to do?
I feel like fractals is artificial difficulty. The number of mobs increase and so does their damage/HP. To me, it feels like the same fight every 10 levels with some number tweaks. If new fractals will not be added, new mobs, new mob skills, new puzzles, etc. would, at the very least be more interesting. I’ll admit that I’ve only made it up to 28 with my dungeon crew, and we’ve purposely stopped there because we’re realizing that nothing’s really changing as we go up. The maximum completion rewards start at 26 as well, so there’s no real reason for us to go higher.
When I look for difficulty in games like this, I’m looking to be challenged by more than just simple number tweaks (mob size, mob damage, mob HP, etc.). In GW1, for example, hard mode usually meant that mobs had different skill sets. Sometimes, you would need to change your build a bit to counter the new threat. I would prefer encounters that really made you think about switching your weapons, skills, and major traits before fights, more often than we do now.
If they do decided to do normal mode/hard mode again, I think normal mode should help assist with teaching newer dungeon players how to deal with the encounters — maybe with the NPC making suggestions, a daily that encourages completing certain tasks (i.e. Dodge Kholer’s pull attack 0/1, Revive an ally 0/1, etc.), or some other method that helps teach them. For hard mode, the mobs should have different skill sets that encourage more experienced players to utilize their full range of weapons, skills, and major traits.
(edited by Lightrayne.7829)
So in GW2 dungeons, skill and competency is moreso focused on the individual instead of the group as a whole. For example, while a good guardian can provide his team aegis and protection, this still won’t be able to make up for an individual who can’t move, dodge, and use his/her skills properly.
So great! I like that facet.
But now you’ve got a portion of the population who is challenged by the content currently out – having trouble in CM, complaining about the new AC (which is ridiculous, but I digress) and trying to figure out how to tackle Lupi.
On the other end of the spectrum, you’ve got people completely bored with the difficulty level of the game (highlighting explorable level dungeons, originally a form of “endgame”). You’ve got multiple classes SOLOING a boss that entire groups wipe and complain about. This is pretty much an attempt to challenge ones self.
Isn’t that what fractals is supposed to do?
I feel like fractals is artificial difficulty. The number of mobs increase and so does their damage/HP. To me, it feels like the same fight every 10 levels with some number tweaks. If new fractals will not be added, new mobs, new mob skills, new puzzles, etc. would, at the very least be more interesting. I’ll admit that I’ve only made it up to 28 with my dungeon crew, and we’ve purposely stopped there because we’re realizing that nothing’s really changing as we go up. The maximum completion rewards start at 26 as well, so there’s no real reason for us to go higher.
When I look for difficulty in games like this, I’m looking to be challenged by more than just simple number tweaks (mob size, mob damage, mob HP, etc.). In GW1, for example, hard mode usually meant that mobs had different skill sets. Sometimes, you would need to change your build a bit to counter the new threat. I would prefer encounters that really made you think about switching your weapons, skills, and major traits before fights, more often than we do now.
If they do decided to do normal mode/hard mode again, I think normal mode should help assist with teaching newer dungeon players how to deal with the encounters — maybe with the NPC making suggestions, a daily that encourages completing certain tasks (i.e. Dodge Kholer’s pull attack 0/1, Revive an ally 0/1, etc.), or some other method that helps teach them. For hard mode, the mobs should have different skill sets that encourage more experienced players to utilize their full range of weapons, skills, and major traits.
While not a bad idea in principle, I wonder how many run-throughs it would take before people had the “required” skills/traits/etc. memorized and were back to complaining that it’s too easy? After all, isn’t the thrill in diagnosing the encounter and learning to execute tactics that win? Once you are anticipating the mobs’ attacks and have the counters ready, isn’t the dungeon on the way to being boring?
I’d rather see variable encounters, with different combinations of mobs and mob skills. If at each encounter you didn’t know what to expect, the thrill would last for more runs, at least until the player had plumbed all possible combinations. Yes, this would take longer to program, but would it pay off in extending interest in the dungeons?
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