Dungeon/spawn

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: aerquis.9203

aerquis.9203

dungeon spawing – u cant spawn if player is in combat this is bad coz to many people are qwiting and messing up the experence … plz change back

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Silidus.7985

Silidus.7985

Or, stop people from quitting… make it so if you leave a team currently in a dungeon you get a 3 hour cooldown timer that turns you into a chicken and unable to join new groups.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: andreibianu.8051

andreibianu.8051

I fail to see how adding more and more penalties when attempting to get the already laughable “rewards” for ones time and effort – couple that with the fact that some accounts/toons have inherently bad RNG and you get players sick and tired of beeing cheated out of the time invested in the game

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Silidus.7985

Silidus.7985

I fail to see how adding more and more penalties when attempting to get the already laughable “rewards” for ones time and effort – couple that with the fact that some accounts/toons have inherently bad RNG and you get players sick and tired of beeing cheated out of the time invested in the game

I should clarify.

My point was that people are complaining about the dungeon changes for a lot of reasons, some are legitimate and require rebalancing bosses etc or other aspects of the game, but others are with regard to perceived behavior from other players.

The OP stated that the changes were bad because people who arnt getting instant loot and gratification are quitting the team and ruining it for everyone… The OP suggested that these people should be given their instant reward to stop them from quitting. I only suggest that its the ‘quitting’ that is the problem.. and like a small child throwing a tantrum, quitters need to learn that things only get worse when you lose your temper.

Turning you into a chicken for quitting a dungeon was intended to be ironic.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: haviz.1340

haviz.1340

I fail to see how adding more and more penalties when attempting to get the already laughable “rewards” for ones time and effort – couple that with the fact that some accounts/toons have inherently bad RNG and you get players sick and tired of beeing cheated out of the time invested in the game

If those rewards are laughable for you, why are you doing them?

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Raphael.2064

Raphael.2064

This res thing is really ridiculous. Zerging certain events was the only way to even successfully do them, like in COF. AC, the P1 boss spawns a dozen mobs, several elites that take too long to kill or require a second tank. These dungeons were suppose to be universal to all groups, but a group filled with cloth classes can’t even hope to succeed. The dungeons in this game just need a major overhaul, especially since many achievements require dungeon running. The average player should be able to perform without excessive issue and without hindering their party. They need to be able to respawn at a waypoint and run back instead of just laying there dead. There was never an issue with zerging since that was never an exploit. This is simply a gold sink and a really dumb one. Why should I have to stick my neck out because joe shmoe can’t learn to dodge. All this will do is make it where the bad players aren’t taken since they die too often and are a liability for the rest of the party. I can understand the fixing of the invulnerability glitch and making it where players can’t stand on ledges and fire down on mobs, but this ‘fix’ is only going to alienate players that lag or lack coordination.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Shimond.2478

Shimond.2478

I think the real problem is letting the game go for so long with the res zerg option in place. People obviously are too used to a feature that should never have been in the game in the first place.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Raphael.2064

Raphael.2064

The reason the feature was in the game in the first place was to make dungeons a viable option for people who weren’t elite players.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Shimond.2478

Shimond.2478

The reason the feature was in the game in the first place was to make dungeons a viable option for people who weren’t elite players.

That’s an interesting theory, but that doesn’t hold up to dev statements as the intent of explorable mode dungeons being difficult.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Dyroth.5063

Dyroth.5063

This res thing is really ridiculous. Zerging certain events was the only way to even successfully do them, like in COF. AC, the P1 boss spawns a dozen mobs, several elites that take too long to kill or require a second tank. These dungeons were suppose to be universal to all groups, but a group filled with cloth classes can’t even hope to succeed. The dungeons in this game just need a major overhaul, especially since many achievements require dungeon running. The average player should be able to perform without excessive issue and without hindering their party. They need to be able to respawn at a waypoint and run back instead of just laying there dead. There was never an issue with zerging since that was never an exploit. This is simply a gold sink and a really dumb one. Why should I have to stick my neck out because joe shmoe can’t learn to dodge. All this will do is make it where the bad players aren’t taken since they die too often and are a liability for the rest of the party. I can understand the fixing of the invulnerability glitch and making it where players can’t stand on ledges and fire down on mobs, but this ‘fix’ is only going to alienate players that lag or lack coordination.

First if you are having problems with AC you really need to look at what you are doing. Organize your group better and call targets on things that need to go down asap. Two, yes the patch makes players have to learn how to be better players that is a good thing. Since the game is limited on the character progression, personal skill progression is next. Most games scale to some degree and GW2 is not and should not be an exception. The PvE scale goes open world (hearts and what not), dynamic events, group dynamic events, dungeons, and then fractals. I want the player base to evolve as it continues because it means harder but more rewarding content can be put into the game as it will appeal to a larger crowd, and it helps players refine their skills s when I face them in WvW or SPvP they are a much more entertaining fight.

Dungeon/spawn

in Fractals, Dungeons & Raids

Posted by: Raphael.2064

Raphael.2064

I understand that exp is suppose to be difficult, and I agree, players need to learn the mechanics, but there comes a point where requiring dungeons for things like monthly achievements and certain gear stat combinations means that players that aren’t as talented as others will never progress. In most dungeons it’s no longer a tactics factor, it’s simply do you have a certain class in your party. From the beginning of the mention of GW2, the main selling point was that players could play any class they like and party with anyone they like in a dungeon without fear of the content being overwhelming. Now, AC parties constantly require elementalists for their bows. I’m not complaining for my sake, since I have one of every class in the game, but more for the sake of the parties that don’t have an elementalist to go with. I know that events like the Lover’s Crypt and Hodgin’s Scepter research CAN be done without an elementalist, however, for a party of level 35s, which is what the dungeon is suppose to be scaled down to, I’ve yet to hear of a successful attempt without an ele.

For assurance, I will say, I did just complete all three paths of AC easily enough on my elementalist, but that’s only because, despite Anet’s attempts to do otherwise, my party reverted back to the holy trinity. This game is turning more and more into the same crap that WoW had, where you have to have a tanking class, a healing class, and three DPS. Gone is the days of simply running 5 DPS. The fixes that were really necessary was the mobs not going invulnerable when they couldn’t reach their targets. I can mind the waypoint fix as simply something that is just an inconvenience. For instance, in P1, Hodgin’s Scepter collection, because my party member couldn’t waypoint off the scepter, every member of the search party died attempting to get the scepter because instead of being able to just pick it up, the option to res was overriding the option to pick up. I am fine with the boss battles being unable to be zerged, since that does build skill, but the other inconveniences are annoying.

For the record, if it doesn’t change, there’s no skin off my back. I can still do the dungeons the old fashioned way like I use to. I just feel that this fix in particular and the reasons for the fix could have been approached in a better way.