Dungeon Difficulty
This is how I feel.
Theres nothing luring me back into dungeons, no cash rewards no, no loot rewards, kitteny end game medium armour skin?
Chance of leaving dungeon with less money I had in my wallet…
Yeah…. no thanks.
This is how I feel.
Theres nothing luring me back into dungeons, no cash rewards no, no loot rewards, kitteny end game medium armour skin?
Chance of leaving dungeon with less money I had in my wallet…
Yeah…. no thanks.
Although I’m sorry you share my opinion, I completely understand, it’s just “anti-fun” there’s no excuse for it to be in the state it is. It’s lame coming from enjoying dungeons that were considered “easy” and having a good time getting good rewards then running into this.
Thanks for responding, makes me feel like this wasn’t wasted space haha.
I completely agree with you. My friend and I were really excited to do the first dungeon “AC”. We were pleasantly surprised at how difficult each encounter was. We thought that maybe we were doing the fights wrong, but later realized that there isn’t much in terms of the game giving you warnings or indications as how to deal with certain mob or boss abilities (excluding the whole red circle “get out of the fire”). That 3rd boss with the pair of humans was basically a graveyard rush our first try. My friend and coworkers went on to try that instance again and did much better the 2nd time around.
I gave ArenaNet the benefit of the doubt with AC (even though my friend and his coworkers basically quit because of the terrible dungeon design) and came upon CM a couple days ago. I was happy that the run was not as time consuming and also felt alot more balanced compared to AC. I thought, “see I knew there were more manageable dungeons.” I’ll admit the exp was too much for story mode…then I found out about the nerf.
So what do I do? I try the explorable mode with a level 80, 72, 5X, 5X, and me (46). It was hell. The mobs HP were way too high. It was either slap this one mob for 3 minutes until it dies or fight 4 at once and continually get downed/die. My endurance bar cannot keep up with all the huge hits I end up needing to dodge. Throw on top that some terrible boss fights. One boss was literally a tank and spank while killing the sword it summons. Seems simple enough yet somehow me and others were getting 1 shot downed occasionally. I’m pretty sure it took 10+ minutes to down that boss. The fight was EXACTLY the same thing for 10+ minutes. Why have this game design? We ended up not even being able to finish the dang instance because one player got feared out and couldn’t rejoin our dungeon ID.
The dungeons are really turning me off from what otherwise is an amazing game so far. Not to mention I see patch notes about punishing players for “speed-running” instances. I understand trying to prevent players from exploiting, but punishing players for doing them “too” fast is just silly.
I completely agree with you. My friend and I were really excited to do the first dungeon “AC”. We were pleasantly surprised at how difficult each encounter was. We thought that maybe we were doing the fights wrong, but later realized that there isn’t much in terms of the game giving you warnings or indications as how to deal with certain mob or boss abilities (excluding the whole red circle “get out of the fire”). That 3rd boss with the pair of humans was basically a graveyard rush our first try. My friend and coworkers went on to try that instance again and did much better the 2nd time around.
I gave ArenaNet the benefit of the doubt with AC (even though my friend and his coworkers basically quit because of the terrible dungeon design) and came upon CM a couple days ago. I was happy that the run was not as time consuming and also felt alot more balanced compared to AC. I thought, “see I knew there were more manageable dungeons.” I’ll admit the exp was too much for story mode…then I found out about the nerf.
So what do I do? I try the explorable mode with a level 80, 72, 5X, 5X, and me (46). It was hell. The mobs HP were way too high. It was either slap this one mob for 3 minutes until it dies or fight 4 at once and continually get downed/die. My endurance bar cannot keep up with all the huge hits I end up needing to dodge. Throw on top that some terrible boss fights. One boss was literally a tank and spank while killing the sword it summons. Seems simple enough yet somehow me and others were getting 1 shot downed occasionally. I’m pretty sure it took 10+ minutes to down that boss. The fight was EXACTLY the same thing for 10+ minutes. Why have this game design? We ended up not even being able to finish the dang instance because one player got feared out and couldn’t rejoin our dungeon ID.
The dungeons are really turning me off from what otherwise is an amazing game so far. Not to mention I see patch notes about punishing players for “speed-running” instances. I understand trying to prevent players from exploiting, but punishing players for doing them “too” fast is just silly.
excellent summation. Same for the OP
I completely agree with you. My friend and I were really excited to do the first dungeon “AC”. We were pleasantly surprised at how difficult each encounter was. We thought that maybe we were doing the fights wrong, but later realized that there isn’t much in terms of the game giving you warnings or indications as how to deal with certain mob or boss abilities (excluding the whole red circle “get out of the fire”). That 3rd boss with the pair of humans was basically a graveyard rush our first try. My friend and coworkers went on to try that instance again and did much better the 2nd time around.
I gave ArenaNet the benefit of the doubt with AC (even though my friend and his coworkers basically quit because of the terrible dungeon design) and came upon CM a couple days ago. I was happy that the run was not as time consuming and also felt alot more balanced compared to AC. I thought, “see I knew there were more manageable dungeons.” I’ll admit the exp was too much for story mode…then I found out about the nerf.
So what do I do? I try the explorable mode with a level 80, 72, 5X, 5X, and me (46). It was hell. The mobs HP were way too high. It was either slap this one mob for 3 minutes until it dies or fight 4 at once and continually get downed/die. My endurance bar cannot keep up with all the huge hits I end up needing to dodge. Throw on top that some terrible boss fights. One boss was literally a tank and spank while killing the sword it summons. Seems simple enough yet somehow me and others were getting 1 shot downed occasionally. I’m pretty sure it took 10+ minutes to down that boss. The fight was EXACTLY the same thing for 10+ minutes. Why have this game design? We ended up not even being able to finish the dang instance because one player got feared out and couldn’t rejoin our dungeon ID.
The dungeons are really turning me off from what otherwise is an amazing game so far. Not to mention I see patch notes about punishing players for “speed-running” instances. I understand trying to prevent players from exploiting, but punishing players for doing them “too” fast is just silly.
I agree, it isn’t fun to sit there and do the same thing for 10 minutes. What’s worse is if you fall the repair costs are ridiculous, and the fact most of everything one-shots you, you’re going to fall.
Another thing I don’t agree with is that it’s story mode which is the equivalent of the “easy or normal” mode, if it was at an enjoyable level of difficulty, why increase the difficulty? That’s more of what explorer mode is supposed to be for I thought, and considering it’s called “story” mode, I would like to get through it with skill, not luck and listen to the actual story.
Ah well, I’m hoping it’s been working on, very well written, I appreciate the feedback on the topic!