Dungeons focus too much on Dmg for Challenge

Dungeons focus too much on Dmg for Challenge

in Fractals, Dungeons & Raids

Posted by: Drake Brimstone.3706

Drake Brimstone.3706

As the title says, there seems to be too much focus in most dungones on increasing the amount of Damage mobs both deal, and can take. Fractals seem to be quite fun and challenging and IMO would still be just as fun and challenging without the mobs dealing so much damage.

I would ask that the damage mobs do be reduced. (Environmental damage, including verious traps seem mostly ok and generaly avoidable with tactics.) In addition, allow us to reset our Fractal level or perhaps choose our “Maximum” fractal level so when we inevitably reach the peak of what each individual conciders still “Fun” we can stop increasing the difficulty via damage so it doest get to the point of not wanting to do them anymore.

Over all, the design of the individual Fractals is interesting and a definate step in the right direction IMO. Please challenge us more with Tactics and Puzzles rather then increasing damage (both how much the mobs take and what they deal.)

I see Fractals as a good way to add new mini-dungoens on a regular basis.

Yes, I know there are plenty out there who say Dungeons are too easy. These are mostly people dedicated to doing almost nothing but Dungeons. To this I say, fine, they are too easy, FOR YOU. Would you realy say reducing the amount of damage would make them too much easier? Would increasing the amount of damage the mobs deal and can take really be the way you want them to be made harder?

On a side note, isn’t a “Vetren Novice” an oxymoron?

Dungeons focus too much on Dmg for Challenge

in Fractals, Dungeons & Raids

Posted by: Pinch.4273

Pinch.4273

When you’re fighting more mobs at once & mobs that do more damage, the tactics certainly change. Forcing you to deal with a lot of mobs skillfully is a good thing in this game, as it offers a lot of potential for both group coordination and individual player skill.

A lot of stuff changes as you get higher difficulty, and it really isn’t just damage. Even some of the mini events get harder: In volcano, the grawl that push the villagers off the ledge spawn faster / move faster as difficulty goes up. The dolphin swimming event in the underwater fractal gets a lot more hectic. The Cliffside seal breaking events get really intense with more mobs at once.

The difficulty scaling covers a lot of bases, and I think they’ve done a pretty good job preventing any single strategy from being the only strategy. To me, that means the difficulty scaling is working really well, since your approach will vary based on your group.