Dungeons, what do we want from them?

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: Dagoh.3482

Dagoh.3482

I’m trying to figure out what people want here. I hear many different opinions, but all have about the same point and that is the reward for dungeons is not good enough, let’s say, not balanced enough. Let’s first define what sort of players we have in this situation. We have the players that can put a lot of time and effort into the game and players who have less time to put effort into the game.
Some players who put a lot time and effort in the game would like to get high-end dungeon gear fast, because this fits with their play pattern. Ultimately this will end in speed clearing dungeons, something ArenaNet obviously doesn’t want. Well, players found a dungeon named CoF in which they could speed clear and farm the gear, which has led to a nerf of this specific path of the dungeon, which angered most of the players who speed cleared it, especially the way the nerf was done.

Players who have less time for the game also want this gear. But these players don’t have enough time farm/grind a dungeon for let’s say 60 times. The just want to play the game in peace, get everything in time. But now, players got an unfair feeling; Why could others farm this dungeon for gear, while I have to work hard for the same gear when I finally reach the needed level? Again a point which angered some players.

And then we have ArenaNet in this matter. Like stated before, ArenaNet obviously doesn’t want that a dungeon is speed cleared; we’ve seen that with CoF. But also Guild Wars 2 tries to change the grind in MMO’s, and this is where it maybe went wrong a little bit, since people will need to do a dungeon a lot times to get the dungeon gear.

So what do we want? Well, we’ve seen different opinions in this, some say, get the old CoF back, some say, keep it this way against the farmers. Both kinds of players stated above, fighting each other.

In my opinion there need to be done a couple of new balances. First of all the reward should be higher, since the reward now can be a bitter pill for the work that’s done. But also the reward must decrease fast (Like in multiplied with 0.3-0.5) after every time done, and let’s say this resets daily (every path separated). It’s kind of how it works now, but the reward is better balanced. And why do I choose for this? Well, because this gives the casual player enough satisfaction to one explorable path on a day. And this should motivate the others enough to do another path, because the reward will be that much higher than the easier path, which results in less grind. Of course, you can’t get grind totally away, but you can reduce it a lot.

And if you look at it, there are 8 dungeons. With, correct me if I’m wrong, 25 paths. To do every path every day is a hell of a job. Of course you want specific gear from 1 dungeon, but if you are really prepared to put a lot of time in, then ultimately you will want everything by time. Also this will balance the game a little more for the people who have less time, since the biggest reward is the first.

Well, I gave hearing to my opinion, but the question still stands, what do we want? Do you agree or disagree?

Admin of GW2NL, the biggest Dutch-Belgian Community – http://www.gw2nl.nl

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: Drakken.3427

Drakken.3427

tl;dr, dungeons suck, too much aggravating for not enough reward

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: Feranor.2053

Feranor.2053

I just want my basic Exotic set of gear since Rabid gear isn’t craftable.

Wie willst du aufrecht leben, wenn du weißt, dass es nicht lohnt?
— ASP, “Tiefenrausch”

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: Reynfall.1547

Reynfall.1547

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.

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: phooka.4295

phooka.4295

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.

Dungeons, what do we want from them?

in Fractals, Dungeons & Raids

Posted by: deherch.3158

deherch.3158

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.