Dungeon Updates

Dungeon Updates

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Posted by: Azirel.8391

Azirel.8391

Best change yet. Thank you for this.

Grinding dungeons isn’t fun for most of us and seeing people walk away with full dungeon sets with little actual effort – or even worse, being turned down from groups because I didnt want to speed run the dungeon over and over – was a little disheartening.

As a more casual player who still has an interest in the dungeon challenges, I applaud this change. Talking to my guild in chat this morning – they universally agree.

Honestly ? Probably you haven’t ever been in and that’s just what you say in general idea of getting “cool armors and stuff”. This game was supposed to be for casuall players, not for someone who can farm 2000 tokens while one run takes up to 2 hours and rewards you with 20-30 of em, and still thinks that’s not much.

Besides, CoF was only way to farm some gear to actually give you starter which gave oportunity to actually enjoy stuff as WvW or other dungeons, coz u had something to go there with instead of leveling items/extraordinary expensive orange items.

(edited by Azirel.8391)

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Posted by: Jovers.7825

Jovers.7825

First off, I loved guild wars, and I’m currently enjoying guild wars 2. This game made me leave Final Fantasy XI, a game that I invested 6 years of time and monthly fees in. This game managed to lure me away from a stable, time-enduring MMO. That being said – I’m not expecting miracles or for this game to “give me” everything I want from end game. I’m willing to work for it, I’m willing to sink an acceptable amount of time into gaining the rewards I want (which like most people have said, is 90% cosmetic), and I won’t complain about it. That being said i can understand TO A POINT why certain changes were made. But then again, making these changes only does one thing: it makes the rewards seem like less of a realistic goal. I JUST started dungeons not too long ago, and I’m currently holding, oh, 35 beetletun tokens? And at first I was thinking “hah, that wasn’t too bad, an hour and a half and I got 20 tokens, decent challenge, I got a few good items, s’all good!” This was of course, before I went and looked at how many of these tokens I would need to gain the “reward”. I was rather unsettled by the fact that I would realistically have to do CM explorable around 50 times to get that armor. 50 times? I can see 20, maybe 30, but 50? Where’s the fun in doing the same 3 paths a combined total of 50 times? I would offer suggestions but, realistically I doubt they’d be considered. My beef about this update is that it will eliminate the free-form group concept that I LOVED about the game. It will force players to adopt a semi-elitest attitude about the dungeons, wanting to get them beaten in the most effective way possible, and starting the class wars that plague so many MMOs already (FFXI being notoriously bad about that). I get that there needs to be challenge, really, I get it, but be reasonable about it, that’s all I’m asking.

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Posted by: mulch.2586

mulch.2586

Heaven forbid you run a dungeon in the same amount of time as a TV show!

What do you think this game is, entertainment?

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Posted by: Danki.8940

Danki.8940

So now we have:
1. No gold from dungeons
2. No exp from dungeons
3. No fun from dungeons
4. No drop from dungeons
5. Ugly skins from tokens
6. more deaths because of dungeon difficulty after patch

nothing to do here.

perfect post.

If you really wants to make a fun game but not the easiest of world…. change the cost of each part to 100000000 and we’ll run many times having fun.

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Posted by: Fozzik.1742

Fozzik.1742

Wait a sec…
You do not intend to make dungeons feel like a grind, but you require something like 50+ runs of the same dungeon in order to get a set of gear.

Is this the twilight zone? /looks around with shifty eyes

I’m thinking that if we’re being honest, after 15 or 20 runs, it’s going to maybe start to feel a little like a grind.

(edited by Fozzik.1742)

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Posted by: Tobacco.9265

Tobacco.9265

It’s such a blatant, clear way you could correct this issue with dungeons:

Remove the dungeon specific tokens and have a universal currency.

The gear would still be hard to get and would take time, but you wouldn’t be forced to kitten yourself the experience by running the same chains from the fastest dungeons you can do.

Also +1 for adding an amount of karma to each successful boss down.

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Posted by: Gryz.8376

Gryz.8376

My conclusion from 2 posts by ANet people in this forum:

“We want PvE-players to buy this game.
We don’t want PvE-players to play this game”.

Makes sense for a game with no subscriptions.

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Posted by: Wayfinder.8452

Wayfinder.8452

Thank you for this post ! It shows that you actually have a grip of what’s going on.

The man who can wield the power of this sword can summon to him an army
more deadly than any that walks this earth. Put aside the Ranger.
Become who you were born to be. I give hope to men. I keep none for myself.

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Posted by: Nebilim.5127

Nebilim.5127

It’s such a blatant, clear way you could correct this issue with dungeons:

Remove the dungeon specific tokens and have a universal currency.

The gear would still be hard to get and would take time, but you wouldn’t be forced to kitten yourself the experience by running the same chains from the fastest dungeons you can do.

Also +1 for adding an amount of karma to each successful boss down.

I don’t agree with the universal currency. People would just flop to the easier path again and grind it while doing nothing else.

I don’t mind Anet making dungeons harder, i even applaud it. But they just need to buff the rewards…They are extremely disappointing for all the work we do.

The world is teeming with unnecessary people.
It is God’s decision that i fight.
As knight of honor, as protector of the sin. I sacrifice myself, for the blood of criminals.

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Posted by: Fozzik.1742

Fozzik.1742

It’s such a blatant, clear way you could correct this issue with dungeons:

Remove the dungeon specific tokens and have a universal currency.

That’s an awesome idea. As long as they make the dungeons equal in challenge and give them each unique experiences…getting a gear set at current prices would be great fun.

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Posted by: Elesthor.1450

Elesthor.1450

WoW kiddos crying about actually difficult dungeons will go grind their super easy “farmville crowd”- friedly dungeons when Pandaria goes live anyway.

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Posted by: Vorfeed.8945

Vorfeed.8945

well, if you couple the universal currency with the time limit then it may work. it basically eliminates the farming of a single one non stop and forces them to try other dungeons for tokens.

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Posted by: Steven.8027

Steven.8027

it is not our intention to make them feel like a grind.

then why did you make gear cost a trillion of 1 token for 1 dungeon

I’ll take this one.

Because you don’t need them, you want them. If you want them, you work for them. Plain and simple.

X Of Arnor

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Posted by: Mrpopo.4593

Mrpopo.4593

it is not our intention to make them feel like a grind.

then why did you make gear cost a trillion of 1 token for 1 dungeon

I’ll take this one.

Because you don’t need them, you want them. If you want them, you work for them. Plain and simple.

before you guys type this how about you actually try and do cof right now go on try it….

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Posted by: Viro.1526

Viro.1526

So, my thoughts on the dungeon changes:

In concept, they are good. Encourage people to do multiple paths, yada yada.
But there are problems:

1) 3 core reasons to do exploration runs. First, to get the clears (unaffected by any of these changes). Second, to farm xp/silver. Third, to farm for tokens. Token farming will be slower, but otherwise unchanged. If you have one route down to a 20 minute clear, there’s no reason to use alternate paths in that dungeon, and you get different tokens in other dungeons. So adjusting xp/silver/token drops at all will not change anything. For the second purpose, farming xp/silver, the changes do matter. However, look at it from seperate perspectives of xp and silver. For xp, this is a purely good change. People shouldn’t be doing a grind to level, they should be exploring, doing whatever events show up, and having fun. But for silver, this is bad. Again, in concept it is good, but it creates ripples. The first ripple stems from the fact that dungeon routes are not all created equal. Some dungeon routes are significantly longer or have much more obnoxious bosses. So feeling forced to alternate routes feels like shooting yourself in the foot. And you could go do other dungeons, except that running between them takes forever, and traveling between them (as a level 80) takes 3 silver each time you change dungeons. And on top of that, if you don’t change, you quickly reach the point where reward from the zone may not even be covering repair costs for a couple unlucky deaths.
1a) Why the changes to tokens were not listed in the patch notes I don’t understand. Its not something that should be a hidden feature at all (like, for example, a rate of diminishing returns on killing the same mob type).

2) You are putting in a ‘negative’ system, when you should instead be making the system ‘positive’. Human pyschology. You have a system of diminishing returns. What if, instead, you nerfed the base numbers, but whenever you completed a dungeon, you got a buff that increased your drops in other dungeons? Or maybe EndBoss PathA drops a unique (so you can only ever have 1 on your account) potion that gives +150% magic find against EndBoss PathB. You can clear path A as often as you want, and you’ll never get more than 1 potion. Or you can do A, get a potion for B, do B with bonus MF on the boss, and get a potion for C. Then go do C and get a potion for A. But if you don’t want to, you don’t feel penalized.

3) They needed to be communicated FAR better to the players. Remember, each and every one of us shelled out $60 to play your game. Many without having played in the stress tests. And many of us have spent real money in your cash shop supporting your game. You owe it to your player base. But not just that. Companies that connect with their players on the forums create an atmosphere where players WANT to spend money on the game.

Anet, please remember:
Those of us on the forums are your players with the most interest in seeing what you say. We want to talk to you. We want to hear what you are doing. We want to hear WHY things are changing. And we want to have the chance to debate issues and changes (even if only debating with each other).
If you set things up so that we can accomplish those desires, we will take that attitude back into the game with us, and share it around. Just think about a discussion in Lions Arch complaining about a boss, when someone pipes up “Yah, that dev said they’re looking at dungeon balance – specifically boss difficulty and clear times relative to each other.” Most of the people complaining will be more satisfied. Sure, the fixes might take a week, or a month. But if they hear that they’re being looked at, they can just decide to stop trying that dungeon, and wait to see if the devs agreed it was ‘too hard’.

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Posted by: Fasalina.6571

Fasalina.6571

So in order to avoid getting low rewards, you have to make sure you don’t finish a dungeon in under 30 minutes and you can only run a path a day? Which means you can only run a dungeon 3 times per day (3 paths)?

Where did you get that?

I’m trying to deduce stuff from the Op’s post. He said that a nerf will occur if you run a dungeon in under 30 minutes and if you take the same path (not dungeon) more than 2 times. So what I understand is that if you keep the runs over 30 minutes and only run the same path only 2 times, you’ll still get the rewards. Which basically means you can run all dungeons 6 times each in a day.
But I might be wrong though.

2 times in a row.

Aha! So, what’s the problem then? People can just run the same two dungeons alternating them. Sure you won’t be able to run it in 10 mins anymore, which as I see it it shouldn’t have happened anyway (which makes me a bit mad, because people already got their sets the easy way while others have to grind the whole thing,… same thing happened with the karma weapons, people that only got 3 or 4 didn’t get banned and got to keep the stuff bought for almost 0 karma while others have to farm the whole amount to get them now)

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Posted by: Fate.5961

Fate.5961

I strongly doubt that these are casual players applauding this recent change. This change hurts casual players and smaller guilds. This change absolutely benefits established players and powerful guilds – many from other MMOs, which is already a huge advantage over normal players and guilds formed within GW2.

A huge, established guild have no issues imposing member dues or pooling and buying guild related items, such as the commander book. After all, 100g for each character? Even for just one or two leaders is too much. Even with the pre-dungeon changes, it would take months to acquire one normally (as in only saving a couple of gold per day. Perhaps much sooner if the player is doing nothing else (e.g. exploring the map, guild activities, stories, leveling new characters, WvW, buying other items, crafting, having a job, having a life, etc.). And what if a typical player wanted to do some personal things, such as acquire a legendary?

To top it all off, even a non-typical, semi/hardcore players may run into this issue. Established elites and top guilds will flourish, either way. Better if no more can come near them.

Illustrious Leader of
Love and War [LAW]
http://loveandwar.shivtr.com

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Posted by: Steven.8027

Steven.8027

So now we have:
1. No gold from dungeons
2. No exp from dungeons
3. No fun from dungeons
4. No drop from dungeons
5. Ugly skins from tokens
6. more deaths because of dungeon difficulty after patch
nothing to do here.

So you think the skins from tokens are ugly. So.. you were doing dungeons for gold. You were running dungeons, which you don’t consider fun and the drops from which you don’t want, so it must’ve been a significant portion of your gold income.

Get a grip.

X Of Arnor

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Posted by: Relica.5023

Relica.5023

it is not our intention to make them feel like a grind.

then why did you make gear cost a trillion of 1 token for 1 dungeon

I’ll take this one.

Because you don’t need them, you want them. If you want them, you work for them. Plain and simple.

I’ll take this one. It’s pretty obvious you don’t need anything in this game really. Everything is wanted. Working for an item is fine, but at a loss of fun and money, not so much. I don’t mind the dungeons being hard at all, but make it worth doing. Otherwise the developers have wasted time on things that no one will do. Which I don’t think is their intent.

The idea of universal currency isnt a bad idea, considering there are dungeons that some people won’t even step into because the gear sets don’t have the stats they want to use (IE: I have no reason to do Twilight Arbor, unless I want the skins, because none of the armor sets have the stats I want)

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Posted by: conquista.1536

conquista.1536

to be honest, the price for the pieces aren’t that much of a big deal.

it is a dungeon item, you can’t craft them, you can’t get them from farming different dungeons due to different dungeon tokens.

it isn’t supposed to take 1 day for casual player to obtain a set. even grinding gold to get a full lvl 80 exotic crafted set takes more than a day if u start off with nothing (unless you obviously sell gems and get gold or what not).

however, I do agree that they did overkill the dungeon difficulty for the most casual friendly cof run, which was the #2 Magg escort run.

and there are other posts from users, semi/hardcore players who finish dungeons, but end up getting a diminishing cap and have to wait an x amount of time to go back in, in order to not get penalized for doing dungeons repeatedly.

all in all it hurt all type of players, sure some might not apply to others, but this patch actually did hurt players in the game’s “Dungeon” category. It was handled poorly, but after reading the OP, I am hopeful that the game designers are aware and want to make this game enjoyable for both casual and semi/hardcore, old and new players as well.

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Posted by: Elesthor.1450

Elesthor.1450

Also, sets are optional!!! OPTIONAL!! If you dont want to grind dungeons here are some advice for you:
- Run each one of them a few times to get exp, gold and a couple of token items.
- Run them until you get borred.
- Do something else you enjoy. sPvP, WvW, crafting. exploration… you name it.
- If you dont enjoy anything of the above, them my beloved mmo hopper its time to jump to your next game.

Bottom line. No need to grind for cosmetic items! You can play without them and be as competitive! believe it or not some people like to try hard in order to achieve something and since that something is cosmetic its fine by me.

The same people complaining that the dungeons are a grind now will complain that they got all sets in one week and have nothing else to do if Anet makes them easy.

(edited by Elesthor.1450)

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Posted by: Relica.5023

Relica.5023

So now we have:
1. No gold from dungeons
2. No exp from dungeons
3. No fun from dungeons
4. No drop from dungeons
5. Ugly skins from tokens
6. more deaths because of dungeon difficulty after patch
nothing to do here.

So you think the skins from tokens are ugly. So.. you were doing dungeons for gold. You were running dungeons, which you don’t consider fun and the drops from which you don’t want, so it must’ve been a significant portion of your gold income.

Get a grip.

He said “now” not then. And even the developer said that doing dungeons should be the best way to make money and get xp.

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Posted by: importune.7120

importune.7120

Broken.

Now, between not being able to farm, and the Zhaitan fight being boring, I see no reason to play.

Guild Wars 2 appealed to the masses for the ability to progress in the game doing whatever it is you would like. I really need to understand this, why are you now requiring that we do EVERYTHING, instead of doing the one thing we want? What is the reason behind preventing farming? It isn’t like CoF’s Magg runs netted you a ton of gold or gear, people farm Magg for the tokens. You get more gold doing the event in front of CoF (20+ bags each time) than you do inside CoF itself.

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Posted by: Azirel.8391

Azirel.8391

Give bonuses for completing all paths in dungeon than, instead of making 1 of em horribly hard.

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Posted by: Shantara.1258

Shantara.1258

I’m not against difficulty increase, if it was actually a difficulty increase instead of simply buffing HP and damage until the dungeons become unplayable.

If you are really trying to defeat grinding as you are claiming you are, why not change the amount of tokens required for an armor set? Make it obtainable in 10-15 dungeon runs. It doesn’t stop it from being a chore, but it makes easier for everyone to pretend it isn’t.

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Posted by: Mrpopo.4593

Mrpopo.4593

i still cant get over this patch what were they thinking this is the only thing close to end game and they broke it.

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Posted by: Sarius.6983

Sarius.6983

I think the problem also stems from the fact, thinking about it dungeons runs are the only way to get some specifically statted gear [power/tough/vit is the only one i specifically know of] A fix to let these armors be crafted aswell perhaps using 2 different trophies . Thats the only window in yes dungeons give gear needed since there’s so many other ways, like crafting karma and whatnot for max stats.

What could be done aswell is to make the rare set currently given for tokens have a moderate chance to drop from the boss chests, then make a whole new exotic set with the price of around 9 non-repetitive runs (3 paths per day) or a bit more for a farmed aspect that looks like what the current rare armor looks..then perhaps keep the awesome looking armor at the same price, or perhaps make it so that it works like the HoM armor as a transmutable maker item.

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Posted by: Alur.7510

Alur.7510

Why you don’t put a system that if we complete all paths in the same day of a dungeon, we get “X” tokens?
And before I said about universal tokens, but I don’t think that’s right, cause in the end always a dungeon can be easier than another and people only will run that one.

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Posted by: Fay.2735

Fay.2735

Thank you for making the easy paths in the dungeons harder. Please don’t listen to all the people who complain about money/gear/xp and things being too hard, This content wasn’t made for them but for us who like a challenge.

The dungeons are meant to be hard and a real achievement to complete. They aren’t there for people to make money, gear or XP. The tokens are also optional. The real fun lies on completing the content with skilled friends by figuring out the tactics. I love how each fight has a unique flavour to it so you never quite know what to expect.

My only complaint is that some fights need some re-balancing and bugs fixed. Such as the searing effigy fight in CoF being too unpredictable making it more about luck not to mention that certain group combinations/professions and builds give the fight a real disadvantage (Made a post about this already) and it’s no longer about skill or tactics but a gamble which a fight shouldn’t be.

Also the end fight on the third CoF path not rewarding an achievement is something that needs looking at (Unless this was fixed and not mentioned as I haven’t had time to redo it).

•— Fay Everdunes | Fay Erduna | Lilyfay (Fay.2735) — Mesmer/Revenant — [NA]FA — 8k±Hrs Played —•
Have you heard of the city? The ancient uru? Where there was power to write worlds

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Posted by: Jovers.7825

Jovers.7825

Thank you for making the easy paths in the dungeons harder. Please don’t listen to all the people who complain about money/gear/xp and things being too hard, This content wasn’t made for them but for us who like a challenge.

The dungeons are meant to be hard and a real achievement to complete. They aren’t there for people to make money, gear or XP. The tokens are also optional. The real fun lies on completing the content with skilled friends by figuring out the tactics. I love how each fight has a unique flavour to it so you never quite know what to expect.

My only complaint is that some fights need some re-balancing and bugs fixed. Such as the searing effigy fight in CoF being too unpredictable making it more about luck not to mention that certain group combinations/professions and builds give the fight a real disadvantage (Made a post about this already) and it’s no longer about skill or tactics but a gamble which a fight shouldn’t be.

Also the end fight on the third CoF path not rewarding an achievement is something that needs looking at (Unless this was fixed and not mentioned as I haven’t had time to redo it).

So what you’re saying is, casual gamers get to miss out on dungeons now?

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Posted by: Deepcuts.9740

Deepcuts.9740

To all that have problems with money.
Read my lips: GEMS
Yeap, someone has to buy gems
If everyone is rich in game coins…who buys with real money?

Just my point of view. Not that I like it.

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Posted by: Mesket.5728

Mesket.5728

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: Kurzick.6375

Kurzick.6375

I don’t get why these “fanboys” and “elitist” are defending the grind
100+ runs for a set of 1 dungeon gear key word there “ONE” set of dungeon gear, there is 8 of them, regardless of the time spent 1 week or 1 year the sheer amount of runs doing the same thing over and over and over and over and over and over….. did I make my point yet? and over and over= yea you guessed it “GRIND”

Don’t advertise a game not having grind and being casual friendly if it ain’t then there would be no problems, but Anet decides to pull a marketing scheme on us and attract us with these promises and fails to deliver and gets us to buy the product, what do they care as long as you bought it since there is no monthly fee all they cared about was the initial sales

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Posted by: Elesthor.1450

Elesthor.1450

Thank you for making the easy paths in the dungeons harder. Please don’t listen to all the people who complain about money/gear/xp and things being too hard, This content wasn’t made for them but for us who like a challenge.

The dungeons are meant to be hard and a real achievement to complete. They aren’t there for people to make money, gear or XP. The tokens are also optional. The real fun lies on completing the content with skilled friends by figuring out the tactics. I love how each fight has a unique flavour to it so you never quite know what to expect.

My only complaint is that some fights need some re-balancing and bugs fixed. Such as the searing effigy fight in CoF being too unpredictable making it more about luck not to mention that certain group combinations/professions and builds give the fight a real disadvantage (Made a post about this already) and it’s no longer about skill or tactics but a gamble which a fight shouldn’t be.

Also the end fight on the third CoF path not rewarding an achievement is something that needs looking at (Unless this was fixed and not mentioned as I haven’t had time to redo it).

This! Thank you.
There are already so many whatered down, mindlessly easy themepark MMOs. If I was enjoying that I’d be playing WoW now, but I dont!

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Posted by: seventhson.6932

seventhson.6932

I agree with another poster on the first page. I think there is a reason people are running COF speed runs compared to the other dungeons. I have run Twilight Arbor a few times and I had bad experiences with it, those worms at the beginning are ridiculous and hit hard and fast with their ranged attack with barely any warning, on top of this the flowers re-spawning insanely fast and being ridiculously powerful with a wide aoe poison is just not fun, its really frustrating and that’s why i think barely anyone beyond a premade group isn’t running it. Also players just tend to skip mob packs alot which i doubt you guys intend
either lessen the amount of mobs in certain spots or spread them out better a pack of 4 nasty silver portrait mobs isn’t fun at all, players are just taking the path of least resistance.
Its simple really players are running COF because less time for equal rewards. Personally I think you should added mobs to the mogg run in COF or something like that, however I do think that place is subject to bugs and glitches out alot which i feel isn’t being addressed.

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Posted by: Redgrave.7560

Redgrave.7560

I strongly doubt that these are casual players applauding this recent change. This change hurts casual players and smaller guilds. This change absolutely benefits established players and powerful guilds – many from other MMOs, which is already a huge advantage over normal players and guilds formed within GW2.

A huge, established guild have no issues imposing member dues or pooling and buying guild related items, such as the commander book. After all, 100g for each character? Even for just one or two leaders is too much. Even with the pre-dungeon changes, it would take months to acquire one normally (as in only saving a couple of gold per day. Perhaps much sooner if the player is doing nothing else (e.g. exploring the map, guild activities, stories, leveling new characters, WvW, buying other items, crafting, having a job, having a life, etc.). And what if a typical player wanted to do some personal things, such as acquire a legendary?

To top it all off, even a non-typical, semi/hardcore players may run into this issue. Established elites and top guilds will flourish, either way. Better if no more can come near them.

I still don’t understand why the hate if a dungeon is considered “easy”. It just means it’s more accessible to players pug or not. Why complain if someone is getting “X” without having to spend weeks grinding? I’m simply confused towards this attitude.

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Posted by: Deepcuts.9740

Deepcuts.9740

Mesket, please do post a video of your mighty team doing a dungeon.
I guess no deaths and low repair costs, because you are awesome.
Or kitten, because I do not believe trolls like you.
If you do, by all means, I will forever kitten myself on this forum.

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Posted by: Elesthor.1450

Elesthor.1450

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

Spoiled by WoW imo.

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Posted by: Azirel.8391

Azirel.8391

Fay, Elesthor, having fun with your already farmed CoF gear? yes? Cool. It was supposed to be casuall game, as i said before, 200 hours of grinding 1 set atm ain’t casuall, unless ur playing 20h a day.

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Posted by: Mrpopo.4593

Mrpopo.4593

I don’t get why these “fanboys” and “elitist” are defending the grind
100+ runs for a set of 1 dungeon gear key word there “ONE” set of dungeon gear, there is 8 of them, regardless of the time spent 1 week or 1 year the sheer amount of runs doing the same thing over and over and over and over and over and over….. did I make my point yet? and over and over= yea you guessed it “GRIND”

Don’t advertise a game not having grind and being casual friendly if it ain’t then there would be no problems, but Anet decides to pull a marketing scheme on us and attract us with these promises and fails to deliver and gets us to buy the product, what do they care as long as you bought it since there is no monthly fee all they cared about was the initial sales

finally someone comes out and says it! i’m sick of the hardcore fans defending this game til death its time to admit that they messed up HUGE i love this game i thought it was great even tho the amount of problems it has.
Anet we don’t need this patch

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Posted by: Jovers.7825

Jovers.7825

This! Thank you.
There are already so many whatered down, mindlessly easy themepark MMOs. If I was enjoying that I’d be playing WoW now, but I dont!

Normally I’d agree: but the advertising behind this game strongly promotes “Casual gameplay” and if by “casual gameplay” they actually meant a mind-numbing grind for the cool looking gear, then its not really doing what its advertising, is it? I’d have no argument if they advertised this game for the “hardened, hardcore mmo grinders who have time to sink into this game every day.” Difficulty of a game and artificially increasing a game’s lifespan are two different things.

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Posted by: Danki.8940

Danki.8940

For ANets sake I wanted to put this here as I have calculated this out:

For Full Flame Legion Gear Requirements:

~1,770 Tokens – Approx 90 runs of CoF. (Depending on Weapon)
26 silver per run – Approx 24 gold return from 90 runs. (Pre-selling items / repairs)

20 min per run x 90 Runs = 30 hours of in-game time spent inside CoF not including 6 min event intervals.

If you had included a 5 run lockout system instead of ridiculous buffs then you would of made the time required to get gear from a minimum of 30 hours to a minimum of 18 days.

Do the math of which one would keep your player-base playing the game longer…

Server Side Auction Pricing for full Gear enhancements:

Guild Backpack – 5 gold
Amulet – 3 gold 50 silver
Accessories – 7 gold (for both)
Earrings – 7 gold (for both)

6 x Superior Runes for Gear – 12 gold total.
Exquisite Jewels for Accessories – 3 gold total

4 exotic Dyes (Black/Whites) – 14 gold
All Bank Slots – 14 gold
20 slot bags x 4 slots – 50 gold

Total Gold investment for end-game gear (Not including Legendaries):

116 gold

CoF by itself will only cover 24 gold of that. Not including repairs / items.

As well as not including maxing professions.

Do you think this really needed a Buff.

the best post about this point(from another topic).

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Posted by: Mrpopo.4593

Mrpopo.4593

i agree with you 100% danki

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Posted by: jiverooster.7134

jiverooster.7134

Thank you for making the easy paths in the dungeons harder. Please don’t listen to all the people who complain about money/gear/xp and things being too hard, This content wasn’t made for them but for us who like a challenge.

The dungeons are meant to be hard and a real achievement to complete. They aren’t there for people to make money, gear or XP. The tokens are also optional. The real fun lies on completing the content with skilled friends by figuring out the tactics. I love how each fight has a unique flavour to it so you never quite know what to expect.

My only complaint is that some fights need some re-balancing and bugs fixed. Such as the searing effigy fight in CoF being too unpredictable making it more about luck not to mention that certain group combinations/professions and builds give the fight a real disadvantage (Made a post about this already) and it’s no longer about skill or tactics but a gamble which a fight shouldn’t be.

Also the end fight on the third CoF path not rewarding an achievement is something that needs looking at (Unless this was fixed and not mentioned as I haven’t had time to redo it).

have fun in your ghost town dungeons now that theres only “achievement” and no reward

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Posted by: Saint.2043

Saint.2043

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

actually I’m from one of the largest guilds on my server who coordinate over mumble and we just find the dungeons to be a mind numbingly boring grind. They aren’t fun just because they are long. They can still be 30 minutes, fun AND hard.

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Posted by: Mesket.5728

Mesket.5728

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

Spoiled by WoW imo.

Indeed… many players here come from wow and expect the easy pug 15 mins + prophit run, which is fine for some games but there is no raiding here so this is pretty much the end game at the moment. It has to be hard and unrewarding and its sets should only be weared by whom endured the farming not by anyone spaming “LFG CoF speed run!” in the entrance…

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: Mesket.5728

Mesket.5728

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

actually I’m from one of the largest guilds on my server who coordinate over mumble and we just find the dungeons to be a mind numbingly boring grind. They aren’t fun just because they are long. They can still be 30 minutes, fun AND hard.

Good for you, I was talking to the other 99% who doesn’t play that way.

Zerk is the average Joe build. Don’t pat yourself in the back too hard.

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Posted by: Casual.2634

Casual.2634

I highly disagree with the 30 minute restriction. Why should we be punished for completing a dungeon quickly? This is absurd. Punishing rewards for consecutively running the same paths is more than enough to solve the issue.

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Posted by: Elesthor.1450

Elesthor.1450

There are a TONS of things a casual player can do in GW2. Even WvW is casual friendly and hot join sPvP is meant for casuals!

I believe the game can afford to have a single feature made for the more dedicated gamers.

There in NO NEED for a casual player to obtain the Dungeon skins! He can be as competitive using crafted items or items he got from DEs/Personal Story.

As for me? I play casually since I have a full time job that drains most of my time but its nice to feel that I have long term plans and I wont obtain all the game has to offer in a month or two.

The game doesnt require a sub. If you are bored now come back in 15…30 days to complete your armor. You’ll be glad you’ll still have something to do then.

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Posted by: conquista.1536

conquista.1536

I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?

If not, then it’s your fault if you fail.

the funny thing here is, have you done the new and overly balanced Magg route for CoF?

and considering how you put all that fancy combo field and builds and non-glass cannon and support skills. Did you actually kill every mob for the 2nd to last phase of that route? where magg has to setup a bomb which takes twice the amount while the monsters have ridiculous amount of hp and spawn timer?

You do know, because of you saying all this im guessing you do, that by the time it hits around 70-80% completion that, that little room is basically filled with mobs that hit you for 12k hp? so are you telling me you can keep protection up 24/7, that you can put 25 stacks of bleed, that you can burst while not maintaining a full dps build, WHEN the spawn timer is ridiculous for that part.

Because what you said only relates to “Kill the mobs and learn to rotate cool downs”. I’m sorry can you post a vid of you and your group killing every single mob wave in CoF “NEW and IMPROVED to hurt casuals, and make even well geared semi/hardcore players” who are forced to die and suicide chain rotate just to complete that event in the dungeon.

If not, how about you think about what you write before trying to act like you are some smart person or something.