Dungeon Updates

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

I’m behind the times and just now getting to AC story mode level (lots of alts, lots of exploring, lots of real life). My dungeon groups like a challenge and like to work out fight mechanics. These are far and away more rewarding than a piece of shiny at the end. To us the rewards are experiences, not digital things, and we’re good with that even if it means losing coin in the process.

That’s fine, I get that and I agree. For the first run. After that running it needs to have rewards commensurate with the effort required and they currently don’t after this patch. That’s the problem.

I’m fine with the difficulty increase.

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Posted by: Macero.6934

Macero.6934

Dungeons are not worth the time. NONE of the dungeon gear has the stats i want. Game is bunk. I can’t customize my character stat-wise.

dieing over and over? run back to boss spam? cya later

(edited by Macero.6934)

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Posted by: Eviator.9746

Eviator.9746

Well that’s fine, and it’s what so many have said in this thread, but it just validates my point. In my opinion the reward of a dungeon is not the coin, levels, or gear, (i.e. digital compensation), it’s the experience of doing it, and eventually when done enough times, doing it well. If the price paid to obtain that reward is tons of wipes and loss of coin, so be it.

I’m not so naive as to believe that I have the knowledge of fights, mechanics, and professions to be able to succeed at the highest levels, which is clearly required for explorable dungeons. If a sufficiently geared, coordinated, communicating group running a dungeon has a bunch of deaths, then by definition, some or all in the group lack sufficient skill to run that dungeon with a high degree of success. It doesn’t mean that the dungeon is too hard, it means the players aren’t good enough yet. Perhaps ANet will decrease the difficulty so that explorables are accessible to more people sooner. Doing so doesn’t mean they are properly tuning it, it means they are catering to a lower skill level.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

(edited by Eviator.9746)

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Posted by: kKagari.6804

kKagari.6804

Dungeons are not worth the time. NONE of the dungeon gear has the stats i want. Game is bunk. I can’t customize my character stat-wise.

dieing over and over? run back to boss spam? cya later

Why can’t you customize your character stat-wise? I’d agree with you IF the dungeon gear is the only gear available with the stats you want (which you said it isn’t). The rest can be acquired from the Trading Post, possibly the most cost-friendly ways to customize your character stat-wise, since all stat combinations can be crafted, and lots of it is sold there.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

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Posted by: Quiznos.4296

Quiznos.4296

Well that’s fine, and it’s what so many have said in this thread, but it just validates my point. In my opinion the reward of a dungeon is not the coin, levels, or gear, (i.e. digital compensation), it’s the experience of doing it, and eventually when done enough times, doing it well. If the price paid to obtain that reward is tons of wipes and loss of coin, so be it.

Ok so you lose some money, then you lose some more money, then you’re all out of money and so are your friends and all your armor’s broken. You can no longer complete the dungeon. Now what? still having fun? Or are your friends saying “gee, thanks so much for wasting all my money and destroying all my gear that was awesome!” XD

I mean tbh after spending 70hrs or so of gameplay doing something (to get a skin) around hour 20 it’ll be stale for ANYONE. I’m sure it would even be stale for you.

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

@Quiznos, yeah exactly. Playing it for the experience is great. I get that completely. But if you are losing money each time you run it, that’s not going to be something you OR anyone else is going to do for very long.

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Posted by: Gies.3824

Gies.3824

There is way to many posts to read alllllll the way through this but here is what I see from a lot of people, “Well we die a lot and our repair costs > what we can get from the run GGNOFUN”. How many of you have cleared through every instance all the way up to CoF explore? You guys are jumping in towards the end of a learning curve and expecting to just breeze right through it. You should probably take a step back, get acquainted with the other some what less intensive dungeon mechanics on the lower end explorable dungeons then ease your way into the newly tuned CoF. All of these dungeons can be done without graveyard zerging, it just seems that no one wants to work up to it. P.S. Make friends with people you think you work well with, group with them and develop chemistry. Expecting every random person who is LFG CoF Speedruns to be someone who is going to better your chances at tuning your runs is crazy.

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Posted by: Quiznos.4296

Quiznos.4296

Actually, I’ve never played CoF. I’ve been playing CM. As a human I wanted the “most human gear.” Also, even with the update, AC is still significantly harder than CM; the rec levels don’t match-up very well with the dungeon difficulties. CM, post update, is still easy. Frustrating, unrewarding, just as easy and as fast as before but with 1-5 one shot deaths that are determined by luck. P.S. I’ve played with pug groups and guildies alike where we played story ~5 times to organized, then went to explorable with them on mumble. End result, money loss & unhappiness put me off of doing the dungeon at all past the story once. And so I came HERE, to the forums. where I’ve spent the better part of the last 24 hrs asking for fun to be back in the game. I honestly don’t enjoy the game much anymore. Everything feels broken and unfinished. A step backwards from BWEs

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Posted by: Macero.6934

Macero.6934

does healing power, toughness, vitality only gear exist?

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Posted by: Arethwen.6972

Arethwen.6972

So many people don’t understand the changes it’s unreal. I’m still making plenty of money from runs and getting okay XP, but I’m also not speed running story modes or single paths. Dungeons weren’t the best way to make money anyway. Thin the herd a little more. =)

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Posted by: Macero.6934

Macero.6934

The herd dies without water.

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Posted by: Quiznos.4296

Quiznos.4296

So many people don’t understand the changes it’s unreal. I’m still making plenty of money from runs and getting okay XP, but I’m also not speed running story modes or single paths. Dungeons weren’t the best way to make money anyway. Thin the herd a little more. =)

how is less people playing a good thing? And No, we don’t understand the changes. That’s the point. We’d like to, but they’ve not been working as explained.

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Posted by: Gandhi.9428

Gandhi.9428

I thought a main idea of this game was the ability to do lower level content and help friends regardless of level and still be rewarded accordingly. How is spending 2 silver to port to a dungeon and 2 silver back to a city while being given 1 silver for the dungeon any kind of reward? I’m basically punished for assisting friends.

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Posted by: ozelgoze.3812

ozelgoze.3812

15 pages and goes on. So moderator thinks that someone can collect decent feedback in this mess and closes our feedback topics. Okay mod.s can you make a post with full feedback list from this thread? I personally think our feedbacks are useless Noone asked for our feedbacks they just want us to listen and obey. I’m sorry but i spent 100 dolar in my first month and you must get feedback from me and every single person in here. How can you tell that you can make a feedback report to your superiors within this mess. Feedback and its responce is the most important thing in the game dev. process and in online games dev. process is infinite. So i wonder if i go to arenanet studios and tell my feedback , they would know about it? I think no, they will not because i think someone is slacking in here!

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Posted by: NightfallRob.3762

NightfallRob.3762

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.

I haven’t run the dungeons yet but this seems like a valid question, especially in light of the number of players who are upset over the changes. The primary idea expressed in your “manifesto” was that things would be different from other MMOs, that progression is not a straight line path, and you can have fun and progress doing what you want to do. Now you’ve made a change that gets in the way of that. Why?

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Posted by: Neuromancer.2148

Neuromancer.2148

I’m seeing some of the same sentiments and patterns that followed the most controversial Diablo 3 patch.

I sincerely hope you take note, ANet. This game was sold to me by its beauty and design philosophies that are clearly recorded in many articles and video interviews, and I want it to succeed still.

Apprentice Namer – Blackgate

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Posted by: Rizzy.8293

Rizzy.8293

Still not logged into guildwars2 or felt the need to
OHHH WELL.

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Posted by: chunhei.3924

chunhei.3924

Robert Hrouda & Jon,
I sincerely hope you test the changes yourselves next time before making changes.
Because at this point, it is completely broken, and players can’t play.
Tell us how that’s better than what it was before?

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Posted by: Afkjosh.3912

Afkjosh.3912

Still not logged into guildwars2 or felt the need to
OHHH WELL.

Logged in an hour or two ago with nothing to do but Source or Orr. First go boss bugs after it’s death nothing happens. Ok, round two works. So its Arah time. I PUG a grp for story mode. I beat the game….awesome. I go to get the rewards….

Opened my 5 exotic loot bags only to find 5 , blue , lvl 30-33, salvage crap.
(Known bug on the story forums, yet not a top of the page sticky thread?)
Ever watch “Press Your Luck!”…?
I definitely hit the wammy button today.

Currently Playing ~ Lich Lord Joshua – (Necro)
WvW Rank ~ 2,4xx / WvW Kills ~ 1xx,xxx / PvP Rank ~ 7x
EBAY ~ [Void] → FA/SoS ~ [HOPE] → FA ~ [CM] → FA/DB ~ [TheD] → ?

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Posted by: Nialiss.6459

Nialiss.6459

Why not test the new patch with PUG’s? That way you can see how impossible it is with a random group of people. That is, of course, considering you can actually make a group. All the dungeons are dead on my server.

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Posted by: Rizzy.8293

Rizzy.8293

Still not logged into guildwars2 or felt the need to
OHHH WELL.

Logged in an hour or two ago with nothing to do but Source or Orr. First go boss bugs after it’s death nothing happens. Ok, round two works. So its Arah time. I PUG a grp for story mode. I beat the game….awesome. I go to get the rewards….

Opened my 5 exotic loot bags only to find 5 , blue , lvl 30-33, salvage crap.
(Known bug on the story forums, yet not a top of the page sticky thread?)
Ever watch “Press Your Luck!”…?
I definitely hit the wammy button today.

Ohhh well.
Aslong as you’ve had “fun” right?

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Posted by: Navi.7142

Navi.7142

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Posted by: Druk.2389

Druk.2389

This last update to dungeons was just what this game needed to keep the players away.

I would completely agree with some balance on path difficulties, like making shorter paths harder and more annoying, while longer paths would be the other way around, and having the rewards being given based on such length, that would be acceptable and would help keeping people from only doing CoF Magg path. That is what we can call a positive reinforcement.

This last update not only made it harder or impossible for people who like dungeons to get a group, you also broke the dungeons some of us like, such as Honor of the Waves(not CoF), leaving them completely unplayable, 2 days into this issue, no patch or update or anything. The later being unacceptable.

Now, you had to consider carefully, why would people grind a dungeon. I can come up with 2 reasons, in a different proportion depending on the player, 1st The player likes the dungeon enough to do it over and over, 2nd the rewards he gets are good enough to do another round. Balancing these 2 reasons is essential and you completely broke that balance, therefore no players in dungeons, and some maps are completely empty, and if it is a grind it was the player’s choice to do that grind, which is how such player wants to spend his experience in GW2, why tamper with it?

You are proving that you want the game to be played in certain in an even worse way than WoW did, because on WoW you only have 2 choices and 2 paths to follow, no more. GW2 was supposed to have the MMO experience the way the player wanted it to be experienced, by getting similar rewards whether it was doing pvp, exploration, crafting, trading, pve, dungeons, etc.

What you just did was shove your insane and absurd of diversity and variety down the player’s throat, and in a very nasty and sneaky way, by breaking the game and stealing players from a reason to play, and we don’t like that, this game is not good or big enough to do that, so you better be careful, a player’s mind change with every release it’s made on every season, today you are bigger than WoW, tomorrow you are in a worse position than SWTOR.

Thank you and have a nice whatever

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Posted by: tommy.1924

tommy.1924

I have seen the fall and very rare rise of every mmorpg SWG, SWTOR, The matrix, COH, TERA (very soon) …so many I cant even bring them all up, but never, never have I seen a game screw itself over this quickly, In my long history of online gaming this is by far the worst treatment I have seen.
If this game deepened on monthly subscriptions I can assure you it would go f2p very soon.

am not saying this to be negative, I really love this games pve, even with the bugs and the not so dynamic events. but as its been said over and over now, the end game and dungeons are killing it fast, and hard…

I still want to see it rise above all the games that have left a bad taste in my mouth…but I can assure you unless they address this issues before December, or even sooner. its done for, a lot of damage has already been done.
the question is, will they right their wrong? and lose this “its our game deal with it” attitude?

I already seen lots of posts on sites like Craigslist of people trying to sell it. that’s sad its not even a month yet……

(edited by tommy.1924)

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Posted by: FreyIkari.1329

FreyIkari.1329

Well for now i was with my and lvl warrior in 2 story modes in CM the butler and rescue parts. And they are freaking hard, honestly 3 elite bandits can whop 5 ppl party, in average we were able to kill 2 of them but to hell my warr were downed countless of times in 4-5 hits, is this for real? So im getting to point now. Taking warrior to this dungeon is pointless, he cant be aggro taker and cant be dmg dealer, why? He don’t have skills for it, dmg is way to low and cool down way to high. And elites in many cases arynt alone there are normals and turrets (elite also ofc >< ). If the elite would hit 50% lower dmg they would be still OK not to easy if you ask me, they would be more close to mobs in dungeons of GW 1 (there i had 8ppl still). Guy who set up difficulty lvl for dungeon must rly hate players T_T.
OK so if not warrior for dungeons then who?
I nominate 5x Ranger, why?
5x Rangers =
5x pets
5x traps
5x aoe
=win ; well maybe not that fast but its the best party i see for dungeons, Engineer is not to shabby either he have turrets but still no extra pet ;]

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Posted by: Adzy.8370

Adzy.8370

my take on dungeons…..

Dungeons need a complete rework. They need BIG changes and they would need to be balanced around my following suggestions.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

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Posted by: neoplasmax.4286

neoplasmax.4286

I think CM story mode was changed all wrong… It’s stupid now…

STORY MODE shouldn’t be wipe after wipe. It should be somewhat difficult but not like it is now. It’s pretty stupid hard. It’s the freaking 2nd dungeon in the game for crying out loud. It should be fun, not painfully challenging. The rewards aren’t worth it either. I do like diminished returns for this mode. That was a little rediculous. I’m L58 and went to help a friend do it for his quest and it took near 3 hours. By the end we lost a player and four of us was repeatedly trying to kill last two groups. Then right when we got to last boss, it bugged and they wouldn’t aggro on us after the first wipe. So we did this dungeon 3 hours and got bugged out on last boss. What a waste of an evening and over 50 silver in repairs.. Total bullkitten.

EXPLORE MODE: OK this should be hard and gear rewards SHOULD reflect those who actually do it and make it through it. I’m not liking though how melee is getting screwed though. I get near 1 shot by most pulls as a warrior, can’t always see the circles from all the special effects on the grounds from the spellcasting effects specially from elementalists seems. I think it’s a bit too much and needs reconsideration.

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Posted by: neoplasmax.4286

neoplasmax.4286

I couldn’t face mobs no longer than around 2 seconds without being feared, and most fears I faced even crippled us too.. A DOG HOWL CRIPPLES (and fears)? What stupidity. It’s like your designers just threw in a ton of mixed spells and didn’t think about crap. I like hard stuff but I like control also. There is no control anymore. It’s just mostly a clusterkitten of trying to down one mob before you wipe and then do another or kite them to hell while select few kill one. Every pull in CM seemed to kill me too fast.. Usually one hit or two. I got got combat spam of like 10 hits all before I could get 1 in under 1 second.. It felt like a one-shot. When I do get to live, I can’t be on my feet oir unfeared for more than 2 seconds.. That’s how much CC you gave the mobs and it’s frustrating cause I’m mostly on CDs for things that get me freed from that mess…

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Posted by: Rizzy.8293

Rizzy.8293

You must be talking about CM, yeah thats the fun part lol the champion dog

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Posted by: Rhongomyniad.5081

Rhongomyniad.5081

(casual player here)

The dungeons were hard for me before, and now seem even harder – but I’m not complaining. Usually I’m in a pug group and even if we get wiped etc. we go back and get better. I like the fact that dungeons are incredibly hard.

And the thing about getting loot you can’t use .. my party’s always exchange items so it goes to the professions that can use em (nobody has complained thus far to me that they are getting tonnes of things not on par with their level).

Imagine if there were universal tokens and getting all that armor was a breeze – I feel the same folks who are complaining now will be back in 24hrs saying there is no end game content …

Whether it is a grind, or not .. depends on your perspective. (I suggest going about and doing some runs/interacting with peeps on your server randomly .. have some fun! take it easy).

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Posted by: Eldiora.5836

Eldiora.5836

Dungeons rewards seem majorly bugged. I was on my Mesmer and did the Level 50 Dungeon, got 26 silver as a reward in story mode. 2 Hours later I did the Arah Dungeon on my Ranger with my guild and got 13 Silver as a reward.

Um so i am penalized for doing different dungeons over a long spaced time too now?

I really like the difficulty of the dungeons, they should be a real threat especially in Exploration Mode. However I feel totally unrewarded after completing one.

It takes maybe an hour maybe more to run a dungeon and after I get out of it, sift trough my items and all I mostly get are some blues and maybe a green or 2 that totals a reward of 50 silver and those tokens as the reward for the dungeon.

I have yet to find anything decent in all my dungeon runs. Its straigh boring to do the same dungeon over and over because you need 390 tokes so 20 runs for 1 single weapon in exploration mode.

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Posted by: tonny.7580

tonny.7580

i hope the just make small chains for CoF p2 boomDoor the adds thad spawn are not silver great not all of them adlist i mean u can leave one silver great adlist. and then there the exploters most people explote soo the tell we kill all of the add in room soo it 50 50 of lies or just making one class looking better then otherases ( i mean only way i did it was with 2 guardinas in my group today 1 ele and ranger it the only set up i have notis to work in new patch and we where all in full exotic gear and we wipe full wiped 5 times and in the prosses of grayv running 20 times other thne the boomdoor i dont see the proplem in lava fighting other then when the npc dies u and u group wipes u dont have the wepond to but the fires out the shot make specal wepons pick spot right by for the lava fields and dont mind my wriding i am Dylexic

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Posted by: Loe.6351

Loe.6351

If everything that normally would make you spend little to no money, like ports and repairs, actually makes you spend a lot , and if every source of money has been nerfed, isnt that to make you spend real money and do the trade?

If thats so, please, have some honour and put monthly payment on the game. The great mistery about how would a company have major costs monthly and only a one time income has just been cleared.

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Posted by: VanDracula.7865

VanDracula.7865

People found new way to get 2 path in CoF. Patch didn’t fixed situation, it just make things worse.
I can’t even find party now with hight gear player to explore cof, other just use new bugs and i don’t want to be Ban for something like that. So no dung for me ;/

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Posted by: Garbol.4390

Garbol.4390

15 pages 2 posts by dev’s either they are “WORKING ON IT” like on the other 50% of content (not really), that is just bugged and is not working or they just sit and wait for the flame to die out (It won’t help anyone).

But since there was no real updated one can only wonder… OH! And skill points are still bugged… kkthxbai

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Posted by: Neuromancer.2148

Neuromancer.2148

I’m hoping that we can get someone from ANet to comment on these concerns. I ran SE story mode last night with a group of pubs and got owned hard by the Fire Golem (2nd golem). We ended up not continuing because we had sunk nearly two hours with no signs of progress and people were starting to fall asleep. Just a couple of hours ago, I helped another group run through CM story for their first time. My elementalist died a total of 6 times. I ended up barely breaking even on the run..had I used waypoints I would have been at a loss. Sorry to say but I will be a lot more careful about acting the tour guide for a group of randoms who have good hearts but poor coordination (thus reducing my desire to play with casuals, which is also what the game intended to push you to doing, right?). Spending 30 minutes to an hour for zero net gain in a dungeon that you could call overtuned will keep me well away from this aspect of the game for a long while.

I really think this merits a serious look from the developers.

Apprentice Namer – Blackgate

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Posted by: Amaristo.8406

Amaristo.8406

I ran SE story mode last night with a group of pubs and got owned hard by the Fire Golem (2nd golem). We ended up not continuing because we had sunk nearly two hours with no signs of progress and people were starting to fall asleep.

The beauty of fights like this is that if you use your endurance (dodge resource) properly you have the endurance to dodge literally every single harmful effect assuming you don’t waste dodges on moving around the map. I pugged SE a while back and was able to stay alive the entire time while my teammates ran back from the waypoint.

Every 1-shot mechanic has a ‘tell’ and you are able to completely avoid it by dodging. Keep in mind if the one-shot circle is too big to get out of you are able to keep a mental timer on when it will land on the ground and ‘dodge roll’ to completely evade the attack while still sitting in the circle or whatever the case may be.

That being said, I believe there are some 1-shot mechanics that have ‘bugged’ circles or may just be intentionally like that. In any case you can either look for the circle on the ground or look at the boss that is doing the 1-shot mechanic. For instance: In CoF Magg, the big Devourer that does that 1-shot rock thing, the devourer actually faces his target and puts both of his front claws into the ground (takes about 2 seconds) and then flips his tail in the air to trigger the 1-shot rock.

I ended up barely breaking even on the run..had I used waypoints I would have been at a loss.

Just to note, waypoints in major cities and inside of dungeons cost 0 copper.

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Posted by: Zenith.1234

Zenith.1234

People really need to get over themselves thinking they are entitled to rewards for everything they do, hey how about you actually enjoy the game for once instead of complaining cause nothing is spoon-fed to you.

So tired of these WoW fanboys/kids coming on MMO’s cause they are bored to tears, starting crap, please go away forever, thanks. I am glad they patched this so people can’t pick the same stupid route everytime.

Now we can actually pick routes randomly and have fun. Grinding is another excuse these people use cause nothing in handed to them on a silver platter. The people on MMO’s are ruining the games not the companies, stop what you are doing before MMO’s are no more.

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Posted by: zeus.5248

zeus.5248

I am ok with the difficulty and I think its good that you are trying to make ppl to not farm 1 or 2 bosses from the whole dungeon over and over in order to get tokens but in my opinion these changes are really needed to make dungeons way less frustrating and mofre fun for everyone:

1) Give us a way to remove particles from ppl in our group,you cant see literally anything that Bosses or mobs doing if you have more that one mages in the group resulting on getting one shot all the time. In aoc for example they have 3 options show all particles,show myself and dont show anything with Including an option for world particles(thats the particles from the npcs that were important).I believe something similar can work here aswell.

2)Its annoying as hell that after 1 or 2 deaths we have to pay about 2 silver to repair damaged armor because for some reason gear is getting damaged way more easier while in dungeon than in openworld.So In my opinion this need to go away so ppl at least arent losing something while trying to crack a hard dungeon.Also by having the gear getting damaged you automatically decline a huge part of the population who want to try the dungeons but they dont because they know that they going to spend all of their money in repairings.Moreover right now more experience ppl dont want to team up with ppl that are not in the same lvl with them because they know they will die many times having as a result to lose many hard earned silvers.

3)like someone else already suggested make it so when you die during a boss fight you have a res timer about 20-30 sec so you dont promote zerg fighting but developing proper strat in order to crack an encounter.

4)Again like someone else suggested earler in exploring mode name the paths , for example easy-medium-hard etc… and adjust with proper rewards according to the difficulty of the path you chose with a small boost or a daily achievement if you finish all of the paths of a dungeon.

So in conclusion you really need stop punishing ppl who want to have fun in your dungeons and need to promote them with smart ways so even ppl who are not so harcore get the initiative to have fun trying them without having to think about consequences.

Dungeon Updates

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Posted by: dardor.9508

dardor.9508

Last night we had a CoF path #2 run which hit all of the highlights as to why the infamous dungeon patch is resonating so negatively with the playerbase who actually wants to play CoF regardless of whether or not it really is a speed run.

I run CoF most of the time with a group of people who I found randomly and since then have seen at CoF for a few days now (I only recently hit level 75 and now 80 so I had only done CoF for about two days pre-patch and now coming into the third day post-patch). Yes, this started as a PUG. Eventually, we started grouping together a lot just because we recognized each other’s IGNs and knew that we were all decent players who could get through the content.

On to the story. We had 4 players (including me) who I had grouped with previously and one random. We had 2 warriors, 1 necro, 1 ranger, and 1 guardian. This run went “fine”, meaning: 1) Magg again aggro’ed everything randomly and promptly pathed through lava (heading AWAY from the magmacyte while doing so) and died, but we eventually got him to spawn at the magmacyte, and 2) we only died about 2 times each on the bomb planting event by kiting since the mobs are even more impossible to fight but still finished first try.

One player (a warrior and also not the random) then left the party calling it a day. We got another random and the final party looked like 1 warrior, 1 necro, 1 ranger, 1 guardian, and 1 thief. This run was terrible. I’m going to skip over the areas where we almost party wiped due to people not coordinating properly, inability to tank, and people straight up refusing to do the content and focus on the actual game problems: 1) If even one person dies in the lava fields, the chance of getting Magg to the magmacyte drops basically to zero, and we had to reset the run twice, 2) If your party doesn’t have at least 3 people built to tank, you are going to have maybe a 10% chance of success at the bomb planting event, 3) If Magg is burning after the bomb planting event ends and drops after the door opens, the event still considers itself failed and you don’t get the chest reward.

I do not mind the increased difficulty. We were still able to do the whole run just fine (even though the bugged event in the second run meant we walked away with even less rewards). What I do not like is that there was an extremely hurried patch to the dungeon content with no communication from the devs or staff which introduced more bugs to the previously “not so bugged” content. This, in conjunction with the also hurried and bugged patch to discourage speed runs is discouraging all dungeon runs, not just speed runs. As you can see, our group, even in the face of diminished rewards, still decided to do the same path again, because we want the gear. Unfortunately, the pool of players we now have to draw from to do the runs with is severely limited due to players’ unhappiness with the handling of the patch, and that is negatively affecting current and new players’ view of the dungeon content even more.

Game day is 12:00 AM GMT to 11:59 PM GMT. Nothing resets in between those times!

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Posted by: Gunzwei.5417

Gunzwei.5417

@Jon Peters

GW2 Dungeons are not difficult.
- Mobs prioritize their aggro on whoever has the highest armor making them the tank.
- The tank can then just kite’n’smite most bosses/trash.
- Ranged trash can be handled with reflect skills, ex. Wall of Reflection/Feedback.
- Dangerous melee mobs can just be locked down with immobilize or line of warding.
- Bosses can be locked down by chain casting Sanctuary on them, removes defiant.

Dungeons as they currently are promote this dull “zoning” style of play which gets repeated in every dungeon because every mob is essentially the same. Personally I find the Temple bosses in Orr vastly better than anything in the dungeons.

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Posted by: Gray.9650

Gray.9650

How many of you have cleared through every instance all the way up to CoF explore? You guys are jumping in towards the end of a learning curve and expecting to just breeze right through it. You should probably take a step back, get acquainted with the other some what less intensive dungeon mechanics on the lower end explorable dungeons then ease your way into the newly tuned CoF.

sorry, but what utter crap. what learning curve?

lets take a look at AC, the first explorable people will do:
kohler:
- slap an obscene amount of hp on a boss
- give said boss a one/twoshot ability
- now telegraph that move so bad it can hardly be seen, particle effects make it worse
- make the reaction window 1 sec or less
- put adds on it for more distraction

or hodgins route burrow (where speed is the key):
- can’t be hit by range
- melee is a 50/50 change to get obstructed/out of range/miss
- mobs become invulnerable because of anti-exploit mode on geometry

the only progression is that later bosses spam more obnoxious oneshots moves which are easy to miss and more bugs (hf dodging circles that are almost impossible to spot if they are even visible because “lol lets draw them under geometry”). oh, and did I mention the fun when struggling with the camera is harder than the boss/trash itself?

the only learning curve here is figuring out that most bosses have a crap design/balance/testing (so hard! so challenging! so much fun!) and how to work around it.
and sorry, but it’s just lame and tedious.
having to watch a boss for ages like a hawk because if you miss the wrong split second you’re toast gets dull fast. part of what made COF magg fun was that it wasn’t tedious and annoying like the rest (or less for some)

the only NEW mechanic here is the non-trinity and combo fields, which are nowhere explained properly (the official manual has TWO sentences about it, and not everybody is in the mood to do a /wiki combo when he wants to play)

if you want see how fun bosses are actually done and moves are telegraphed properly while still providing a challenge, watch some videos of the TSW dungeons.

All of these dungeons can be done without graveyard zerging, it just seems that no one wants to work up to it.

COE frontgate route subject alpha last stage, put it on youtube how you do it without using waypoints. I’m waiting.

(edited by Gray.9650)

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Posted by: Mintyfresh.2539

Mintyfresh.2539

Only reason to play the game is because it’s F2P.

Here’s the interesting part, during the leveling process, I enjoyed the game a lot. Hell, I would pay for the game on a monthly basis.

Now I have a ranger sitting at 80. A 34+necro/engineering.

However, after having played the dungeons, I have no intention of going back to the dungeons till they are fixed. I really don’t give a kitten about the hardcore fans who are willing to do story mode of an dungeon for 2 hours but I’m not one of those people…neither do any intention of becoming one.

I’ve done enough hardcore raiding to realize that it’s an absolute waste of personal time. What I want to do after I come back from work is relax for a couple of hours and do something fun.
Leveling was fun, but that lasts for X amount of time, after that one looks to do specific things like PVP or Dungeons.
Dungeons, with a pick up group, in this game are absolutely boring and tedious.

The part that a lot of fanboys who are supporting this tedious philosophy(that contradicts AN’s so called Manifesto of FUN) do not understand is that people will simply leave if they are not having fun, and that will not only impact the game but ALSO them. The amount of chit chat in genchat/player-interaction/ability to find groups will suffer.

Hell I’ve seen the desire to go to dungeons in general chat(LFG chatter) decline quite a bit.

Regardless, I think no matter what I write, people who are convinced that this is the correct philosophy cannot be convinced, I just worry that it’ll end up like SWTOR, the amount of negative commotion in forums was a very solid precursor to what happened to the game within the time of a year.

One can very well draw parallels to the idiots who were screaming “server pop is ok, go play another game” in that game and people in this game who are saying silly garbage like “go away and play another game, we won’t miss you”.

Trust me, everyone loses with that sort of ridiculous pigeonholed mindset.

“Religion. It’s given people hope in a world torn apart by religion.”—Jon Stewart

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Posted by: Gray.9650

Gray.9650

4)Again like someone else suggested earler in exploring mode name the paths , for example easy-medium-hard etc… and adjust with proper rewards according to the difficulty of the path you chose with a small boost or a daily achievement if you finish all of the paths of a dungeon.

that doesn’t really work (and why I had to laugh when I read "we want to make every route equally rewarding).
what works for one group might not work for another. different groups have different compositions which makes route A easier than route B. you have different skill/gearlevels among players, so with some players route C might be easier/faster than route B etc.

people will ALWAYS find the easiest comp and fastest route which then gets run almost exclusively, and I don’t know how anyone expected anything else with the current reward scheme.

(edited by Gray.9650)

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Posted by: Eyevan.6027

Eyevan.6027

Only reason to play the game is because it’s F2P.

Here’s the interesting part, during the leveling process, I enjoyed the game a lot. Hell, I would pay for the game on a monthly basis.

Now I have a ranger sitting at 80. A 34+necro/engineering.

However, after having played the dungeons, I have no intention of going back to the dungeons till they are fixed. I really don’t give a kitten about the hardcore fans who are willing to do story mode of an dungeon for 2 hours but I’m not one of those people…neither do any intention of becoming one.

I’ve done enough hardcore raiding to realize that it’s an absolute waste of personal time. What I want to do after I come back from work is relax for a couple of hours and do something fun.
Leveling was fun, but that lasts for X amount of time, after that one looks to do specific things like PVP or Dungeons.
Dungeons, with a pick up group, in this game are absolutely boring and tedious.

The part that a lot of fanboys who are supporting this tedious philosophy(that contradicts AN’s so called Manifesto of FUN) do not understand is that people will simply leave if they are not having fun, and that will not only impact the game but ALSO them. The amount of chit chat in genchat/player-interaction/ability to find groups will suffer.

Hell I’ve seen the desire to go to dungeons in general chat(LFG chatter) decline quite a bit.

Regardless, I think no matter what I write, people who are convinced that this is the correct philosophy cannot be convinced, I just worry that it’ll end up like SWTOR, the amount of negative commotion in forums was a very solid precursor to what happened to the game within the time of a year.

One can very well draw parallels to the idiots who were screaming “server pop is ok, go play another game” in that game and people in this game who are saying silly garbage like “go away and play another game, we won’t miss you”.

Trust me, everyone loses with that sort of ridiculous pigeonholed mindset.

By far the best post on here. Especially the final part. People need to get over the entire “IF YOU DON’T LIKE IT LEAVE”. Someone has a problem, they have the right to express it and feel it. If one person feels it, it’s more than likely someone else feels that way too.

I was looking forward to dungeons, thinking they would be fun. I got the exact opposite. I got most of my time in the dungeon being used up fighting annoying elite trash mobs and bosses that are more annoying then fun.

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Posted by: linkvegeta.3865

linkvegeta.3865

IF they don’t repair the damages they have done with this last patch. then they are not very smart at all. the last run i did i had about 30 silver in repair costs and my party didn’t even finish it because we ran out of money to repair our armour. It makes no sense for them not to fix this. I do have faith that they will. all they had to do is lower the reward without buffing the dungeon. or even keep it what it is now and remove needing repairs. Just give it a few weeks.

Please do keep complaining. otherwise they may think we are okay with it and do nothing. Feedback is important.

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Posted by: D W.5179

D W.5179

Please do keep complaining. otherwise they may think we are okay with it and do nothing. Feedback is important.

I’m still bummed, but like you, I have faith that they will correct this somehow. Until then, working on world completion.

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Posted by: Kain Francois.4328

Kain Francois.4328

More of a suggestion than a complaint, but what about making them more like GW1 mobs? Dungeons (specifically AC) were promised to make us GW1 players feel at home, but they ended up more like a Boss Gauntlet where every foe could 2KO you.

Have mobs of 4-8 foes instead of 1-3, who are less powerful, but more in number.

Mobs should be fun to fight, and not frustrating. Even CM Pre-update was ridiculous with its 2KOs (But not that bad once you learned to abuse enemy blind spots…)

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Posted by: blaw.1902

blaw.1902

This cof buff was just too hard. Or atleast done wrong. The magma field buff i have no problem with. But magg bomb and kiting how can it not be made for kiting. Its so many mobs and godforged hurts alot. And post patch it was the only hard part in the dungeon. Now you litterally have to suicide run in there to even have a chance of making it. Instead of making that bomb part nearly impossible. You should make the last thing alot harder the crystal thing. You can kill it without even accloytes respawning. Or make all parts harder except the bomb part. Bomb part is just ridiculous hard now.

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Posted by: Fatalyz.7168

Fatalyz.7168

Why not test the new patch with PUG’s? That way you can see how impossible it is with a random group of people. That is, of course, considering you can actually make a group. All the dungeons are dead on my server.

Because the Explorable mode dungeons were never meant to be done by PUG’s? That is their design intent for explorable mode dungeons anyway. If you can’t do them with a PUG, so what, you aren’t intended to. If you can’t do them with a static group, so what, you aren’t skilled or organized enough. Point is that they have said Explorable Mode dungeons were not for casuals or PUG’s and should not be able to be PUGed. They were designed for skilled, organized, and dedicated groups that prefer a challenge. If this design isn’t what you are looking for, there really isn’t anything else to say except that there are plenty of other games out there were the dungeons are meant to be PUGed.