Dungeon Patch Discussion 1/28
No fix for the weird arc on AC path 3 final bosses scream? Or is it intended to be ~270 degrees?
No fix for the final boss of the event to open CoE?
Subject Alpha and the bloody Nightmare Tree still not dropping any bloody silver for seemingly no good reason?
No fix for the weird arc on AC path 3 final bosses scream? Or is it intended to be ~270 degrees?
No fix for the final boss of the event to open CoE?
Subject Alpha and the bloody Nightmare Tree still not dropping any bloody silver for seemingly no good reason?
Yeah was really hoping for a fix on the AC P3 boss scream…i believe a dev noted that it was broken about a month ago.
Is it possible to turn off the daily progress UI on the main interface? A toggle option would be nice.
So does this mean that we cant go to a waypoint if we’re dead in a dungeon, as long as there’s someone in combat?
So do we have to kill Lupicus in Arah, for example, at the first try or the boss will reset?
I’m kind of disappointed in the new WP only if out of combat thing but will give it a fair shake.
I don’t mind taking people of lesser experience through dungeons including from my guild. It helps boost moral, gives us something competitive to do as a group other then a boring heart completion. It pay’s off and is more exciting then being bored to death farming. Now i question if people and some of my good friends will even get into groups. I really don’t want to see people being sorted and rejected by class. Kicked from groups for dying or not having all exotics. I understand you may want to make it more challenging but people wont be able to learn and gain proper experience if they cant get in at all. I really feel like this might close the door on a lot of people in the middle or on the way up learning.
Maybe next time only include this for dungeons over lvl 60-70 or something. A lot of people are going to be turned away and rejected now and sadly I would rather play with them then jerks who just want exp players who curse, yell and kick each other (yes, Arah pugs can be sooo much fun). So now i’m going to be in a position of telling friends no I wont go with them or going and failing/ being frustrated to get past a single boss. I really don’t want to see how it was in GW1 when they demand to see your title or proof that you are experienced with ghastly’s. I would love to see an enjoyable scale of progress of dungeons from the easier to the very challenging.
Really as far as Dungeons go i thought they were fine. Yeah those far away wp could be annoying but what got to me were the people skipping stuff more so. Hopping walls, stepping though them or just plain running past half the enemies. The joy of pugs . . .Oh and that CM . . . . Should be a bit higher recommended to enter or eased up a bit. I’d rather go fight Lupi then CM. Guess I haven’t gotten the hang of that one yet.
I know you have put a lot of hard work into this and I have loved the game this far. I’m sure that will continue but I just don’t want to see all the jerks come out to play and people learning to play have doors closed on them. I do enjoy the dungeon reward system with vendors and this is all 1000% better then GW1. For that I thank ya.
Thanks and keep up the great work !
So does this mean that we cant go to a waypoint if we’re dead in a dungeon, as long as there’s someone in combat?
So do we have to kill Lupicus in Arah, for example, at the first try or the boss will reset?
You have to kill him or he will reset. This has basically always been true, but WP zerging has allowed for 1 or 2 skilled players to carry 3-4 less skilled. All the hate on for the no WP while party in combat doesn’t seem to realize you can still raise your ally. If someone falls, take the time to get them up.
So now CoF path 2 with Magg…we now have an assassin to deal with that will not leave Magg and the problem groups are still there, along with the new waypoint system in the dungeons I am failing to see how this is balancing the dungeon at all. If anything it makes people not ever want to run this path again. We just attempted it several times and…yeah. This needs to be seriously looked at and revised. Normally I’m all bout giving changes a fair chance, but this is over the top.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
So now CoF path 2 with Magg…we now have an assassin to deal with that will not leave Magg and the problem groups are still there, along with the new waypoint system in the dungeons I am failing to see how this is balancing the dungeon at all. If anything it makes people not ever want to run this path again. We just attempted it several times and…yeah. This needs to be seriously looked at and revised. Normally I’m all bout giving changes a fair chance, but this is over the top.
I just did this with a couple of first-timers and we succeeded at the second attempt. The adds go down very quickly with AoE.
I’m a little disappointed SE path 1 got nerfed. I felt that dealing with the infinite spawns while fighting the golem, was a nice challenge.
I like the idea of phase one. It adds more to teamwork like you said. But what also needs to be taken into account is the difficulty on rezzing a downed teammate in the heat of battle, thats the reason people “rez-run”, its a high risk of getting them up. IF phase 1 is implemented correctly, you also need to look at total game play. will we get less gameplay, if we cant ?rez-run" right away? What if your team doesnt have enough power to aply a rez AND fight off bosses and veterans? this would only increase sitting time. A lot to look at but im on the GW2 team as well as everybody else. Hope my insights are useful to you developers.
What the WP change accomplishes
1) Less friendly PuGs and/or less pugs in general (why all the hate towards pugs?)
2) Groups finishing boss encounters while dead player remains dead being denied boss loot
3) Players less likely to help less experienced players in dungeons
4) Player mandated gear checking/title checking/ etc…
What good does this change accomplish?
1)Players with superiority complexes can feel better about themselves
2)I can’t really think of anything else…I simply don’t see the good in this
All in all this doesn’t really change things for groups that already had no issues with the dungeons. It doesn’t make it anymore challenging for them. What it does do is raises the barriers to entry for those who are new/less experienced/ and, or just well not as capable. How is that a good thing?
I’m not an experienced dungeon runner by any means – I haven’t run any one path more than three times and haven’t run most of the explorables either – but to me this sounds…painful. And quite bad unless dungeons are changed to accomodate it. A lot of the dungeon runs I’ve done are with people who aren’t very experienced at all, or who have only run as much as I have. None of us are pros, and yes, it shows in our boss battles. They’re painful, and more often than not four out of five of us end up running back from whatever far away waypoint we have because it just takes too long to rez someone when they’re fallen. That time means the boss gets free shots at us, and again, more often than not, we end up dead right next to them and having to run back ourselves. It’s especially bad when three die at once and then we’re 2vsBoss and relying on them getting back fast enough to not lose the aggro.
I understand that the pro-dungeoners or even the players who love a huge challenge see this as at least another challenge, and something new to test their skills, but for a lot of us not-so-experienced it will make dungeons hell/impossible for us to get through without hours upon hours of torture. They’re fun as they are right now and challenging to me at least, and I feel this waypoint-only-when-party-has-lost-aggro-or-is-all-dead can backfire quite badly unless adjustments are made for it, to support those who don’t have time to run dungeons constantly/just wish to run them for fun.
So… the same stuff we’ve heard before? I’m afraid I don’t get your point Robby.
Great job with P2 magg event, much more exciting and fun. Especially when two people go down and complain the entire time about how they cannot rez from a waypoint. Priceless.
:D
Don’t misunderstand me, I was not a fan of the rez zerg method for cof p2, in fact I hated it but we did what we had to do, I do think the new waypoint system was the way to go, but they also said they would adjust the fights accordingly, and this seems to go in the exact opposite direction. and since you pointed it out pdfrod.1948, yeah, if you fill the room with aoe you can probably clear about anything given enough aoe, but then you’re doing something we were promised we wouldn’t have to do: look for specific classes and builds just to be able to do the content, and they just said aoe needs to be toned down because it’s too op. So its either one or the other, you’re saying we can have our cake and eat it too, which we can’t.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
(edited by Nay of the Ether.8913)
Good job on removing zerging, was a dumb mechanic.
I didn’t notice it in the patch notes, but did Alpha/GL not targeting pets/illusions not make it into this patch?
Also do you have any idea when the auto attack causing “fumble dodges” fix will make it in, that’s the number one worst bug in the game imho and I really want to turn my auto attack back on.
https://www.youtube.com/user/strife025
Don’t misunderstand me, I was not a fan of the rez zerg method for cof p2, in fact I hated it but we did what we had to do, I do think the new waypoint system was the way to go, but they also said they would adjust the fights accordingly, and this seems to go in the exact opposite direction. and since you pointed it out pdfrod.1948, yeah, if you fill the room with aoe you can probably clear about anything given enough aoe, but then you’re doing something we were promised we wouldn’t have to do: look for specific classes and builds just to be able to do the content, and they just said aoe needs to be toned down because it’s too op. So its either one or the other, you’re saying we can have our cake and eat it too, which we can’t.
I believe what they meant by ‘adjusting the fights accordingly’ was to make the fights easier so that it would NOT be hell to get through. Just my take on it.
The key to rezzing a defeated player is to have all but one player dpsing the boss and evading while they rez. You can’t have multiple people rezzing. You can’t have have the decoys being cowards and running away loosing aggro. They need to drag the boss away gradually. Rezzing is very doable.
While some specific encounters may need to be refined, this is a good overall change.
Don’t misunderstand me, I was not a fan of the rez zerg method for cof p2, in fact I hated it but we did what we had to do, I do think the new waypoint system was the way to go, but they also said they would adjust the fights accordingly, and this seems to go in the exact opposite direction. and since you pointed it out pdfrod.1948, yeah, if you fill the room with aoe you can probably clear about anything given enough aoe, but then you’re doing something we were promised we wouldn’t have to do: look for specific classes and builds just to be able to do the content, and they just said aoe needs to be toned down because it’s too op. So its either one or the other, you’re saying we can have our cake and eat it too, which we can’t.
I believe what they meant by ‘adjusting the fights accordingly’ was to make the fights easier so that it would NOT be hell to get through. Just my take on it.
Well that was my assumption too, but I don’t see how adding a stealthed enemy to attack an npc you are supposed to protect in an already overly difficult part was tuning the fight more efficiently
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
The key to rezzing a defeated player is to have all but one player dpsing the boss and evading while they rez. You can’t have multiple people rezzing. You can’t have have the decoys being cowards and running away loosing aggro. They need to drag the boss away gradually. Rezzing is very doable.
While some specific encounters may need to be refined, this is a good overall change.
Yeah bosses were rarely the issue for most parts (subject alpha aside, but being in those tiny rooms you can’t really drag him away anyway) but it was overtuned trash fights like the magg event where it spawned a few overly tough enemies that hit like trucks that by themselves aren’t hard to take down, but add in a dozen other spawns and a paper armored npc to protect and it was way overtuned. A lot fo the other dungeon changes were promising though, the worms in ta will be a very pleasant change, while they were doable before its more in line with what you’d expect an opening fight to be and less like a mid-to end dungeon fight lol. I was a little sad the destroyer boss in CE was nerfed some, yeah it took forever to kill it before because of the insane hp, the fight itself wasn’t bad. I just hope they included the “teleport dead player to safe rez spot” in this fight so that those who fall in the lava can be rezzed
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
I have always been an opponent of the “Zerg-rush” that was almost inevitable in some dungeon encounters. The key, however, is not to void the mechanic but to make it unnecessary. Some dungeon encounters are so difficult that they cease being fun and challenging and become a grinding chore to get through. The way to improve dungeons is to make them more doable for players who are not “experts.”
Yes, I realise there are groups of players out there who can bulldoze their way through any path of any dungeon, but they are the exception, not the rule. The vast majority of players currently trying to experience end-game content are unable to actually enjoy it, because of its difficulty. I’ve been in parties where less experienced players have rage-quit after repeated failures. Is this really the type of gameplay experience Arena Net is encouraging?
When I get home from work or class, I want to log in to my favourite game and have some fun, not do MORE work just for the marginal chance of obtaining a marginally significant reward.
I’m willing to give this a chance, but I foresee a drastic increase in the number of full party-wipes, and losing out on boss loot more often than obtaining it. If it turns out that way, I may have to stop playing dungeons altogether—and then, what point is there to playing the game at all?
Do you even play this game? It’s already hard to find a group willing to go all the way through a dungeon with this patch it will be nearly impossible….
And I agree with Kelly.5293 and Essence Snow.3194, players will be less likely to help lower leveled players, and, well, the greatest thing about gw2 is that you can always count on the others players, doesn’t matter theyr lvl, the new patch will take a bit of it away
There’s one major flaw that I think hurts everyone in the new dungeon setup, especially for Twilight Arbor.
Removing the ability to use WP’s while the team is still in combat is alright, however, I think other things should change due to this.
For example, the first Worm that you face before choosing a path. Once DPS on the worm stops, he fully regens and the rest of the worms respawn. If an entire team wipes, he regens nearly immediately. This quickly turns this portion of the dungeon into a chore. Having to repeat this step over and over and over is a deterrent to this dungeon. If constant DPS is needed so that the Worm does not regen, the inability to use a wp while one player is still trying to keep him from regening is cruel and turns a fun experience into a horrible and frustrating one.
If we cannot use Waypoints unless the entire team is dead or out of combat, you really should look into changing the Worm. Make it so that he doesn’t regen his health when an entire team wipes (or the dps stops). Or at least put a time limit on the time he regens from the time the dps stops.
I’m willing to give this a chance, but I foresee a drastic increase in the number of full party-wipes, and losing out on boss loot more often than obtaining it. If it turns out that way, I may have to stop playing dungeons altogether—and then, what point is there to playing the game at all?
Well, you could always do the dynamic events out in the world for fun. Or you could do World vs World, Player vs Player, Tournament Play, Roleplay (if you’re interested in that), or even heck, you could do map/world completion. And then there’s also the daily and monthly achievements. To tell you the truth, dungeons, as far as I can see, are not the only endgame out there. Now, back onto the topic of patch feedback before this whole conversation goes waaaay off-topic.
Perhaps there should be an option for playing a dungeon without “res-rushing” with considerably more rewards and a dungeon with “res-rushing.” Or perhaps there should be a beginner level dungeon with an NPC guide (or something of the like) to help people who aren’t familiar with dungeons. In this way, a newbie could play through the beginner dungeon, learn the types of strategies needed for it and some general guidelines for cooperative play, and not have to worry about jumping right into something very difficult and getting kicked by a team.
Though, I suppose, with the right guild or group of friends and a bit of self-help-googling anybody can learn how to do a dungeon. However, I think that the type of play where a dungeon is so hard that a new player can’t get into one without a solid group of friends ready to waste a few hours of play time on lots of unnecessary deaths is not conducive of a fun experience. Already, we have seen people leave our guild because they lacked the ability to dodge and when we tried to teach them how to play so that they wouldn’t die, they got frustrated, left, and quit the guild.
But this is all just speculation, as the redesign of bosses and elites could reduce the learning curve and provide for a good experience for people at different levels of skill. Also, as long as people are willing to play with their friends and give up the idea that their time is wasted if they spend too long on one dungeon when they could’ve ran it twice then these problems become non-issues.
This new mechanic could also invoke more teamwork and careful planning, but it is a gamble as how many people are going to want to describe the strategy on every run to newcomers? And in a boss fight, one cannot just stop and type out what each person should do so that they don’t die when they misstep, nor are people going to be able to stop and revive people who are downed when sitting for two hits could get both of you killed. Perhaps it would be better if bosses targeted those who weren’t reviving a fallen player. But then, again, it could make boss fights too easy.
I’m not sure how this will play out; only time will tell! Hopefully you guys keep an eye out for what happens and react accordingly, like you have been doing since launch!
I like the way A-net reviews how the mechanics eventually evolve into a play style or strategy and attempt to change these mechanics to make the fights more enjoyable. However (and there is always a however in life) I have a concern.
Many times, the reason you have to res-rush, as it is described, is to maintain agro. If the party wipes, the boss returns back to it’s original position and all the damage that had been done up to that point disappears as it breaks agro and regens. This is one of the most frustrating parts of dungeons, in my opinion. Someone has to maintain agro at all times or the fight must start over.
If, with the elimination of the use of wp, there is a corresponding elimination of out-of-combat regen, then this will work well. Otherwise, this will cause the fights to go on forever if the group looses members to death as the remaining members must fight to the end with reduced damage.
Currently, there is not an option to break combat to allow party members to wp unless you want to start the fight over. That would introduce a rather unenjoyable element to the fights.
I don’t think Arah story needed to be nerfed, it was easy enough as it was, but hopefully for first-timers it will help make it a little less scary. As far as the other story modes, excellent changes, I would have just decreased the frequency of the ranger traps in AC, the damage wasn’t a game-stopper, just that they nearly spammed them, but I guess this equates to about the same thing. The lovers were fine imo, but again, with it being the first story it might make it a little less scary for first timers. The only issue I had with explorable was the detha chain last fight where it would sometimes spawn 2-3 groups simultaneously for no reason and she would pretty much die instantly, hoping the new spawns will fix that. I’m not all anger and gloom with these changes, I’m happy about most of it and figured I should express that :-P
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
It’s so funny this discussion came along as last night was my first dungeon run with the rest of my 5 member guild/party (me included) and i have a perfect example/reasons to add why.
We did the Ascalonian Catacombs which was story mode for one of our members. Between the 5 of us playing, and we were all level 45+ players, mixed races/types of characters we still had quite the hard time going through the dungeon, but that’s actually where “rez-rushing” as its called came in handy. It wasn’t just the bosses that were hard, also their lesser minions, and other mobs we encountered, the bosses we had an especially hard time with.
Now you say that players don’t bother waiting for their team mates to resurrect them and just used the waypoints to run back, well yes, for us that was actually what helped us win the fight with the bosses after about 6 tries or so. We didn’t do it for fun, and i hope you don’t think it’s fun having to resurrect so many times and run all the way back from either the beginning of the dungeon or the middle of it. Since another thing i’d like to point out, sometimes the waypoint wasn’t as near, and the path was farther down, etc, those kinds of things should be put into consideration as well.
For us there simply wasn’t much of a choice. I myself died so many times more than they did since as an Elementalist my character can’t take many hits, and is an easy target. Obviously if it was as easy as it sounded when you say “wait for their party members to resurrect them” then we would have done it. I did actually wait, but more than once they couldn’t resurrect me since they were either dying themselves, or barely holding their own trying to stay alive. Or another situation running to revive their team mate but then getting killed in the process, which was another thing we experienced.
It isn’t as easy as you think especially when the boss summons 2, 3 or even 4 additional minions to help him fight and you have 4 of the 6 players already downed or even dead. So basically it means we just have to either all die, or the people alive kill the boss and then resurrect the dead player/s but which would have a negative effect on the dead player. For example, i personally, when my character was defeated and needed to be revived, didn’t want to just sit there and wait for them to revive me since that took away from the fun of being able to help my teammates and being part of the team.
Also when running back after “res-raising” we sometimes found the boss at full hp again, if we were lucky, then it was where we’d left them off at, with half their hp. In the long run we weren’t exactly gaining anything extra.
So where does that fit into the teamwork part if you can’t even help your team since you’re either dead and waiting to be revived when they’re in the clear, or just wait until everyone dies and start over again. Which for me brings up another question, if the boss resets, then where does that leave the players?
This is my two cents into the conversation as a player who just went through that experience and you guys sometimes may think you know what’s best for the players, however when the players themselves go through it and henceforth experience what you are trying to change, it helps to see it from their perspective as well.
Maybe i will give it a fair try as well, but if it actually ends up making things worse in the long run, then i guess we’d be correct on our end.
Don’t misunderstand me, I was not a fan of the rez zerg method for cof p2, in fact I hated it but we did what we had to do, I do think the new waypoint system was the way to go, but they also said they would adjust the fights accordingly, and this seems to go in the exact opposite direction. and since you pointed it out pdfrod.1948, yeah, if you fill the room with aoe you can probably clear about anything given enough aoe, but then you’re doing something we were promised we wouldn’t have to do: look for specific classes and builds just to be able to do the content, and they just said aoe needs to be toned down because it’s too op. So its either one or the other, you’re saying we can have our cake and eat it too, which we can’t.
I believe what they meant by ‘adjusting the fights accordingly’ was to make the fights easier so that it would NOT be hell to get through. Just my take on it.
It says in the notes that they will be making it more challenging.
I’m all for the dungeon changes, however you made one major mistake. You did not release the changes to dungeons in one whole piece. Until some of the dungeons get nerfed such as CoE you have essentially killed some dungeons until they get nerfed. Alpha is nearly impossible to take out in one go on the final fight if you cant rez and run back to keep him from resetting. You should have released the whole dungeon updates as one entire whole.
Leader of the Darkhaven Guild ‘The Skull Brigade’ {TSB} http://skullbrigade.webs.com/
Guild Improvements Suggestion Post: http://tinyurl.com/a3yh8tf
So now CoF path 2 with Magg…we now have an assassin to deal with that will not leave Magg and the problem groups are still there, along with the new waypoint system in the dungeons I am failing to see how this is balancing the dungeon at all. If anything it makes people not ever want to run this path again. We just attempted it several times and…yeah. This needs to be seriously looked at and revised. Normally I’m all bout giving changes a fair chance, but this is over the top.
You obviously didn’t try it. It’s much easier then before. With some AoE you won’t have a problem.
http://www.croatian-maniacs.com
This couldn’t possibly be about about a little internal market analysis showing low sales and use rates “Revive Orbs” which are the 3rd highest priced item in the Black Lion Trading company services listing. With as many dungeon runs as people need to make in order to trade for dungeon weapons or armor pieces I would imagine that this would certainly be one way to increase sales. In a dungeon like TA where a player can die before getting to the group because of low resistance to poison a “Revive Orb” is almost a necessity already, now it will be a mandatory part of any PG equipment check . Sorry to be negative, I have been subjected to Anet nerf actions for too many years not to first follow the money trail. (Apologies for being out forum fashion: I make it a point to stay a far away from forums as possible.But I needed to say something even though in 15 minutes it will never see day light again.)
Don’t misunderstand me, I was not a fan of the rez zerg method for cof p2, in fact I hated it but we did what we had to do, I do think the new waypoint system was the way to go, but they also said they would adjust the fights accordingly, and this seems to go in the exact opposite direction. and since you pointed it out pdfrod.1948, yeah, if you fill the room with aoe you can probably clear about anything given enough aoe, but then you’re doing something we were promised we wouldn’t have to do: look for specific classes and builds just to be able to do the content, and they just said aoe needs to be toned down because it’s too op. So its either one or the other, you’re saying we can have our cake and eat it too, which we can’t.
I believe what they meant by ‘adjusting the fights accordingly’ was to make the fights easier so that it would NOT be hell to get through. Just my take on it.
Well that was my assumption too, but I don’t see how adding a stealthed enemy to attack an npc you are supposed to protect in an already overly difficult part was tuning the fight more efficiently
If you are refering to CoF path 2, try it and you will see it’s very easy. You can easily spot those stealthed assassins and kill them fast, they don’t do big dmg to Magg. There’s now a lot more mobs but they are not veterans so with some AoE you kill them quickly. This is much better then before.
http://www.croatian-maniacs.com
Re-rushing is somewhat lame, I agree. But let’s face it.. about 90% of the dungeons I’ve been in wouldn’t have been accomplished without this mechanic. Massive numbers of enemy doing insane damage with mega health… I think you guys lost the concept of “challenging, but manageable,” and nerfing AOE and mechanics which allow average players (i.e. not VOIP or raid-nazis) to complete battles is a step in the wrong direction.
What you’ll see with this is a lot more failed dungeons with everyone quitting. I’ve already got to the point where after two attempts I can pretty much tell if a group has any chance of making a battle or not and will quit groups. With this… why even bother?
I don’t have much experience with GW2 dungeons, so I will keep my comments short:
1. By and large they seem to be too difficult.
2. A challenge is one thing, but players would like to be able to run the dungeons because they are fun and to build friendships, while getting good exp and loot.
I am a WoW player for the past 6 years, and am enjoying a change with GW2.
Hey guys, it seems like everyone is saying basically the same thing. Dungeons are too hard for most and the wp idea will make it less fun. I like the idea, but only if it will be coupled with less boss damage and maybe aggro tweaks.
I can’t see most people agreeing with my less damage idea, but maybe at least for lower level dungeons or story modes.
If enemies did less damage, and also bosses had a bit more health to compensate, I would definitely enjoy dungeons more and actually decide to play them, right now i avoid them because of the amount of time it takes inexperienced parties (me too) to finish one, I instead just do map completion etc, cos it levels me FASTER.
BTW, less damage doesn’t mean complete nerf, I never specified a value. Don’t fight me on this topic I won’t reply.
It would be nice to put a mechanic in the game to help fined other team players,. Like a group finder. ?
What the WP change accomplishes
2) Groups finishing boss encounters while dead player remains dead being denied boss loot
This right here is a concern of mine. I bring my guild on runs frequently, I also PUG a lot. I’ve been the guy who’s frantically trying to res a team mate before the rest of the group kills Khoeler, and low and behold…. I don’t manage it in time. Poor guy gets no boss loot. I get no boss loot (because I wasn’t engaged with the boss when he died.) Other 3 guys who ‘carried the team’ … yeah, they get boss loot.
The fix for this that I would like to suggest is moving the rewards from the bosses into their dungeon chests…. to make sure everyone in the party gets loot.
I know there are some people who are of the ‘Noob got himself a dirt nap, he doesn’t deserve the loot, next time he’ll learn’ philosophy, but… the face in the dirt and the armor repair is punishing enough.
Really, I’m happy to help show people the ropes, and I’m happy to take people along that have never done a path before…. but I worry more about new players getting left out of the rewards if they’re left ‘face in the dirt.’
The alternative is the guy asking the rest of the group to stop and reset the boss fight so he has a chance at loot…. and that is a tough thing to ask if you’re in a group that’s trying to clear as quickly as they can.
Nice job on Magg’s room. It was challenging but not impossible to accomplish without a group consisting of only warriors. The new way point mechanic isn’t even an issue if you tab around and find a mob to rally off of.
Sadly I feel the idea of forcing a group wipe & boss reset is a BAD idea. As I see it the “res” mechanic is to slow while in combat to make it worth being used in a dungeon at all. ( especially from a full down state ) Dungeons ARE all about timing & working together so, that means you get back into the fight ASAP. NOT, wait for someone else to die trying to “res” you.
Yes wipes happen & the boss resets…. been there done that… Again, there is no point in killing the group just because one falls & they can’t come back and help.
What I see you’re doing is requiring us as players to fabricate groups that can “4-man” each boss. Because if one dies they will lay there till the fight is over. No one has or should take the time to stop & “res” a full downed chrtr during a boss pull.
This is so much a fix as something I’ve noticed that instantly stopped me enjoying dungeons.
As a Guardian I found it incredibly frustrating to defend my allies from bosses who are invulnerable to crowd control
I was excited to hear that Guild Wars 2 were dropping focus on spamming healing – and instead there would be more of a pro-active approach. I could knock enemies away from friends who were on their last legs. or put up an uncrossable line. I find myself frustrated with my favorite profession since I can’t real guard my friends from being wailed on.
I am happy to hear you are reviewing dungeons though as It’s a part of MMO’s that I play for.
all I’m saying is you guys need to add a dungeon finder so it easier for players to get a team together instead of people spamming the chat box with a lfg msg.
I have just got into playing dungeons as I am a casual player who has a life away from this game. sometimes there are just two of us because of the times I play. This change will not balance anything but make it harder for the non hardcore player. you always seem to forget about the little people who buy all your games yet suffer because we are not as good as joe blogs over there who plays the game 24/7. It took me a long time to even want to play this game as it was so different from gw1, I cant remember how many times I died the first day. Obviously there are other things I don’t like already so don’t add to it or like a few people I hear speak, elderscrolls online isn’t too far away and you will loose a lot of players just like you did to wow when gw1 kept getting changed, droprates….. dropped etc. at the moment I love the game, keep it that way.
Well, I didn’t like the dungeons to begin with and the few times I’ve gone (hey, I admit I’m not a great player) it was all I could do to try and contribute. Now you’ve made it even tougher – I see no reason to ever to go into a dungeon again. With todays change to the daily, I can’t even do that by myself anymore.
Nice job catering to your self styled ‘elite’ players. The way its going I won’t even be a player any longer.
What encouragement do other players that are fighting for survival have for res-ing fallen team mates? It’s a huge risk if they are dead not DBNO, the way I see it the damage ratio needs to be adjusted for those that are res-ing; maybe they get a defensive boon, or regen, or maybe adding a mechanic that allows you to drag team members from combat to res. The aversion to “res-run” is fine but adequately compensate the teams. Give bonuses to loot for killing the boss with the whole party alive, maybe penalize teams who don’t focus on team work (not sure how you would do that one.) Then there are problems with players “skipping”, this leaves whole mobs blocking off routs from WPs to Bosses. If you want to fix the dungeons you also have to focus on the human factor, “what do I get for my troubles”, you have to find a punish/reward system for good/bad team work in order to make people play the way you want them to. I agree with a lot of the other posts about how these new changes are going to decrease participation when it is already hard enough to get into groups for dungeon crawls. Take care that your teams manipulations do not kill the very thing you are trying to preserve.
So now that res-rushing has been stopped – can we get some more WPs in TA? It’s kind of a boring hike though poisonous flowers right now.
Wowie, that made dungeons interesting.
I have always been a fan of rezzing people while they are downed. The problem, however, comes when they are completely dead. It’s, what? a 1/6th percent rezz while in combat if they’re already dead?
I honestly think that rezzing should be quicker when in combat. Having the ability to rezz someone out of combat at 600+ a tick vs having the ability in combat – when you’re going to get your butt kicked while trying – at 80-100 a tick is not much motivation to sit and get the dead players up.
Yes, I understand the distract and rezz, however some bosses are difficult to distract (Kholer for instance… who likes to pull everyone in), and even more difficult to keep distracted.
I think my only problem with anti-waypoint while dead is that it takes WAY too long to rezz someone back to health… especially since my elite doesn’t do it anymore.
If this has already been said, just add mine remarks to the chorus:
1. If no res-rushing, we need faster revive times or better revive buff
2. Before, I might have said something about bosses being over powered (and/or over armored) and how it seems every underling is the equivalent of Lvl 80 veteran but last night we finally found the right team mix mojo (balance) and had one of our most successful dungeons yet. It was still tricky and we all were defeated at one point or another but it was the “easiest” I ever remember a dungeon being.
So I guess this is evidence in Anet’s favor: the right TEAM, can be very successful even in tough situations.