https://forum-en.gw2archive.eu/forum/game/suggestions/Whips-New-weapon-idea/first
Dungeons Difficulty ninja nerfed?
https://forum-en.gw2archive.eu/forum/game/suggestions/Whips-New-weapon-idea/first
I’ve just started doing dungeons lately (about a week and a half ago) so I probably wouldn’t know.
But so far CoF has been fairly easy for me. I can get through path 1 with no deaths, and through path 2 only dying at the part where magg blows up the door. As long as a party is able to listen to and follow instructions then it’s not very hard.
Yes, dungeons have had the difficulty lowered about 2-3 patches ago. This is nothing new. People probably just don’t use the forums enough, nor read the patch notes carefully.
I’m not too sure how much it’s been reduced, but you make it sound like quite a bit.
Only Better…
Yes …. the nerf was totally a bad thing. It was actually challenging before. Now a good group of people can go through a dungeon and only have one or 2 down states… never a wipe..
Barbarka, How is going through a dungeon and not failing a bad thing?
I remember CoE SM got nerfed (The rogue mobs etc), but never realized the explorables got hit.
I agree, dungeons have gotten fairly easier, especially AC.
Hope to see Hard Mode making a comeback at some point.
Only SM’s have been nerfed. The only thing that has changed in exp modes is that instead of running AC exp at lvl 35 in Blues and Greens, people are now running it in level 80 exotics with full traits. it makes a HUGE difference.
They can talk about downscaling all they want but a level 80 reduced to 35 crushes everything in its path.
The people that complained about difficulty were before people even knew what a combo was. Once people get a hang of the meta the perceived difficulty drops.
I don’t think dungeon difficulty has been reduced. Some things were tweaked with each patch. They’re ok.
I played after the “nerf” a few patches ago and they were CRAZY hard the first couple runs. After that they became easy. It’s really all about learning how exactly to accomplish what needs to be accomplished. Once you do that, you just follow the routine, and you’re done.
It’s still not a faceroll, but it’s way easier.
The more times you do a dungeon the easier it seems.
The dev team said after testing the instances for weeks, they wanted to make them harder as they where cake walks for them, but that’s cause they run them 20+ times each.
Any instance is easy after doing it a few times. Its the unknown that makes it hard. What they need to do is have some randomise in the dungeons, (random chance of an extra mod or class change). This will keep you on your toes
Difficulty has been reduced for some and made much tougher for others (key point, Mag run CoF).
But yeah, like Natjur said, I think it’s just because people know the strategies now and even running with PUGs gives you a good chance of having a team that knows what to do. You’ve gotten better man, take it in stride and don’t look at it like a bad thing lol.
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
Maybe you all just leveled up, got more traits, better gear, learned your classes better and the dungeons got nerfed?
Content Designer
we’ve been making individual nerfs/buffs to specific things, but we haven’t done a global dungeon stat nerf/buff if that is what you are wondering. It’s mostly specific moments that we are looking into and adjusting.
People are just getting better at them. The more you complete the better you get at learning the mechanics. It doesn’t hurt that you also find new gear!
@Robert Hrouda , Thank you very much for your reply its always nice to get an official response, as i said tyvm and lets all keep building this AMAZING game <3
https://forum-en.gw2archive.eu/forum/game/suggestions/Whips-New-weapon-idea/first
People are just getting better at them. The more you complete the better you get at learning the mechanics. It doesn’t hurt that you also find new gear!
While I agree that random players in explorable dungeons seem to be getting better skill-wise, your remark on them finding new gear bothers me. I have never once received a dungeon drop that was not useless or near-useless in comparison to what I already have. After all, anyone can afford a Masterwork set at their level for an incredibly small amount of silver (probably less than they get for finishing 1 dungeon). The only exciting things from drops in dungeons are tokens (which are almost always guaranteed after the last boss), silver, and anything random that might salvage into ectoplasm or go into the mystic forge.
There needs to at least be some sort of aesthetic drop in terms of dungeon-themed armor, weapons, town clothes, etc. I know dungeon token sets serve most of this purpose, but after a while you realize the only excitement from dungeons is getting close to having the number of tokens you need for that next piece. This turns dungeon running into a race to finish all paths every day to get the token gear.
I really miss the days when I ran group PvE content and there was always a small chance that some super cool dungeon-themed gear might drop. I’d find out about those drops and just spend a ton of time wondering and hoping for that magical moment I got something I wanted for a long time. The current system just feels like we get chests of random junk until the silver and tokens at the end.
In connection with that, I understand that you wish to keep the numbers balanced across all exotic gear so that this game does not become a horrid grind for the newest tier items, but it would be nice to see some PvE gear with unique sigils or runes that can only be obtained during certain dungeons or dynamic events. For example, perhaps CoF chests might have a chance of dropping some type of a special fiery weapon with a unique sigil that has a chance on hit to envelop you in a fiery aura. PvP balance seems to have crept its way into PvE with Guild Wars 2, and I fear it has had a serious impact on the chance for some PvE creativity (while keeping things fair for all PvE players).
(edited by ajpearman.2586)
People are just getting better at them. The more you complete the better you get at learning the mechanics. It doesn’t hurt that you also find new gear!
While I agree that random players in explorable dungeons seem to be getting better skill-wise, your remark on them finding new gear bothers me. I have never once received a dungeon drop that was not useless or near-useless in comparison to what I already have. After all, anyone can afford a Masterwork level set for an incredibly small amount of silver. The only exciting things from drops in dungeons are tokens (which are guaranteed after the boss) and anything that might salvage into ectoplasm.
There needs to at least be some sort of aesthetic drop in terms of dungeon-themed armor, weapons, town clothes, etc. I know dungeon token sets serve most of this purpose, but after a while you realize the only excitement from dungeons is getting close to having the number of tokens you need for that next piece.
I really miss the days when I ran dungeons or raids for the super cool drops that a certain boss might have. I’d find out about those drops and just spend a ton of time running the dungeons hoping for that magical moment I got it. The current system just feels like we get chests of random junk until the silver and tokens at the end.
Agreed. It’d be nice if there were an occassional cool item. Then again, I feel if they made things that way, the marketplace would get flooded with good items and lower the prices of exotics and such even more… with that in mind, since the trading post is the most efficient way to make money in my opinion, I think it’d be a bad idea.
With respect to the junk comment though, I think they should absolutely get rid of stuff like that. Replace the junk you receive with stuff like tokens you can trade for boosts or something. Everyone like boosts and no one actually spends gems on them, so why not?
Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
People are just getting better at them. The more you complete the better you get at learning the mechanics. It doesn’t hurt that you also find new gear!
While I agree that random players in explorable dungeons seem to be getting better skill-wise, your remark on them finding new gear bothers me. I have never once received a dungeon drop that was not useless or near-useless in comparison to what I already have. After all, anyone can afford a Masterwork level set for an incredibly small amount of silver. The only exciting things from drops in dungeons are tokens (which are guaranteed after the boss) and anything that might salvage into ectoplasm.
There needs to at least be some sort of aesthetic drop in terms of dungeon-themed armor, weapons, town clothes, etc. I know dungeon token sets serve most of this purpose, but after a while you realize the only excitement from dungeons is getting close to having the number of tokens you need for that next piece.
I really miss the days when I ran dungeons or raids for the super cool drops that a certain boss might have. I’d find out about those drops and just spend a ton of time running the dungeons hoping for that magical moment I got it. The current system just feels like we get chests of random junk until the silver and tokens at the end.
Agreed. It’d be nice if there were an occassional cool item. Then again, I feel if they made things that way, the marketplace would get flooded with good items and lower the prices of exotics and such even more… with that in mind, since the trading post is the most efficient way to make money in my opinion, I think it’d be a bad idea.
With respect to the junk comment though, I think they should absolutely get rid of stuff like that. Replace the junk you receive with stuff like tokens you can trade for boosts or something. Everyone like boosts and no one actually spends gems on them, so why not?
GOD NO!, i dont want to stay 24/7 in AC killing blob the glob only to get in a rare chance a drop of his blob the glob hat so i i have to kill him 5000+ more times to get a full set and god forbid i get the same piece.
this is what mmorpg have done wrong all the time and it might look good on paper but have you ask yourself, do you really want to kill 1000 AC elementalist just to get his headpiece?
i dont think so.
https://forum-en.gw2archive.eu/forum/game/suggestions/Whips-New-weapon-idea/first
@ Denial
They wouldn’t have to do that. In dungeons we get most loot out of chests that are as of now mostly useless (blues with a rare yellow). Even a 100% exotic dungeon piece random (weapons included) from the last chest would be nice. Would be nice to finish a dungeon and stumble on a piece you can use rather than trade for tokens or get mad because it isn’t “the right armor/wep”. Tokens will always be there for those that get something they can’t use.
it is strange that most of the dungeon drops are pretty bad but then again i do occasionally get a rare when my +magic is up. I use food for +magic.
I havent found much that i can use but some of them sell for a fair amount. I sold some AC daggers for 5sp or more.
They also have the 30 token at level rare stuff which is cool. I did not see that until recently or it didnt make sense to me until now.
i have about 300 tears and realized i am too high for the 35 gear and too low for the 80 gear.
then i saw that each dungeon is has rare gear for its level.
This is nice as rare gear on the market is not cheap and 60 tokens will buy up to 2 pieces of the rare gear.
So i bought a full set of rare gear for my ele which was 36. worked out nice. but there are no weapons for at level tokens…
(edited by Crunchy Gremlin.5798)
Arenanet, where is your statement that Explorable dungeons are ment to be cleared only be skilled and well organized groups of people, not pugs or randoms?
I see tons of bad random groups clering every explorable each day … there is no hard explorable dungeon. Arah is also joke …
Its more about grind than actually hard and challenging fights …