Dungeons, what do we want from them?
tl;dr, dungeons suck, too much aggravating for not enough reward
I just want my basic Exotic set of gear since Rabid gear isn’t craftable.
— ASP, “Tiefenrausch”
About CoF,
I would prefer it to be as easy as it was before the patch, however I wouldn’t mind the difficulty staying as it is.
I would like Magg to stop being bugged so often,
but most of all,
and most importantly,
I want the 26 silver end reward back.
I just want my basic Exotic set of gear since Rabid gear isn’t craftable.
So basically, if the game was true to its promise of “max stats, no grind”, you would run dungeons when you like to, for fun, but since that promise has been broken, you feel compelled to, right?
Consequently, you want dungeons to be fast and painless. If you weren’t forced into the dungeon-grind-treadmill, you’d probably be looking for engaging fights with complicated bosses, I guess. Same as me.
Well, it’s grind we get, so our expectations, what we want from dungeons is directed at painless grinding, not at fun. Good job, ArenaNet.
The Gw2 dungeons can be considered difficult. I certainly don’t mind them being difficult. The problem however, is that the dungeons are hard for all the wrong reasons.
The difficulty of dungeons is heavily based on:
- the high damage from dungeon monsters with little to no warning. It is very hard to see what a monster is doing with all the area effects going on. There are also times when I’m pretty sure there is no warning at all. For example: traps spawning on your feet withouth there being a red outline first.
- the rather large health pool of dungeon monsters
This is making things more difficult, but not more challenging/fun.
If you look at other games, for example: Vindictus. They don’t limit the amount of dodging to 2 rolls, instead they have a rather large stamina bar. When you are walking/running normally, the stamina regenerates. When you dodge/block you consume stamina. The boss monsters can still do MASSIVE amounts of damage, but they almost always have a tell. The dodge and block mechanics require a good amount of timing. The difficulty level is about the same, but the fights are a lot more challenging and fun. I understand that Vindictus is an entirely different game but that doesn’t mean we can’t learn from it.
Basicly it comes down to this:
I love Guild wars 2, but the dungeons are somewhat of a letdown in their current state. If dungeons are truly fun, I will want to play them regardless of the reward.