False Difficulty
I dunno, but if it bothers you that much why not bring skills to counter these things? Bring stability if you find yourself getting knocked down too much.
And the flowers don’t instantly kill you, you can dodge out of them and heal back.
There is a limit to what you can do without the Trinity to make the game fun for traditional MMO players who are use to the whole tank/healer/dps combo
The game is in its early stage and Anet needs to figure out a way to fix these dungeon mechanics
I personally feel that Dungeons are not fun at all, im not asking for a Trinity or anything, it just don’t feel fun for me with all the broken mechanics, 1shot abilities, lack of utility to determine what the enemy is doing( ie castbar of some sort), huge hp pool for no reason whatsoever, they all feel like an illusion to make things seem hard which it isn’t just makes it look like, the best way i can describe it is Dungeons feel Chaotic
I for one hope that Anet improves the dungeons or in the future come out with dungeons that are far more polished than what they have now
The beauty of GW2 though is you have no sub so just quit and wait till they either fix it or come out with better stuff, I haven’t actually logged in for a while now (not since they fracked up with the DR system) I just keep track of changes in the forums, if I like the changes I’ll try it out, if not on to other games
All of the dungeons in this game seem to run on the idea of false difficulty. That is, all of the dungeons in this game do not have difficult or interesting bosses to fight with unique ways to defeat or defend against each one. This is true with mobs as well. Each mob has a knockdown that can be chained with every single other mob in the area. There is no system where if you are currently knocked down you can’t have another immediately stacked on top of it. I spend 90% of my time in Twilight Arbor on the ground looking at my skill bar counting down until I can get up and keep playing.
True difficulty involves strategy and some sort of tactics. This difficulty that ANet has constructed is false difficulty. Feigning difficulty by taking regular mobs and bumping their damage and health through the roof and watching you flail about through multiple attempts. I wouldn’t mind a difficult dungeon or fighting difficult groups of mobs if it became less difficult once I could nail down a strategy.
Case in point:
Flowers in Twilight arbor that immediately kill you if you step into it’s AOE range with damage that ticks every .2 seconds. If you kill them, they don’t have the decency to stay down, they respawn. In as little as ten seconds, even. So if you are fighting enemies in the area with them and you go down on an area where one is about to spawn, you have no chance to be revived, instead you immediately are finished off because a flower spawned near you.This is an extremely lazy and unfair way to make a game difficult. There are just some places where there simply isn’t any strategy to win.
Next time this happens kill the flower and get a free rez.
I agree 100% on the high hp thing. What is with the gold trash mobs with huge hp. They do more or less nothing yet take a long time to kill. Is just boring.
TA is an easier dungeon; wait till you do COE. Whole dungeon (yes all path) has 1 boss, with basically 1 ability. Bad design.
Two words:
Foreman Kreutzerova
Sorry, but you’re being bad at your game.
Twilight Arbor, especially, isn’t that hard. The flowers in particular, are not hard. What you have to understand, though, is that a dungeon is a group effort. Take me, for example. I play a warrior. I can’t shoot flowers with my rifle since it’s bugged. I can shoot them with the bow, but it’s tedious. So the ranger throws axes that bounce and kill 3 with every shot. The ele does the same, shooting lighning that bounces. Between the two of them, I never ever care about flowers. I have total trust in them taking care of the poison blossoms.
Of course, if everyone in the group just tried to maximise their personal DPS, they’d not clear the flowers for me and I’d be pretty useless most of the time. The perfomance of the group as a whole would suffer. That’s why I said it’s a group effort.
And the beauty of this is that AenaNet said as much when they stressed over and over that explorable mode dungeons are for well-prepared and well-coordinated groups. So if your counter to my argument is, that a PUG won’t play together as well, then that’s not an argument at all. If you can PUG it, good for you. But that’s nothing you can expect from a dungeon. If you require a guild-group, great, too. For that’s what the dungeons are designed for.
And for those who don’t know. In downed state if you kill a blossom (flower) you revive. And those are pretty easy to kill. One or two hits at most.
(Can’t edit my previous post, so here goes another):
Also, chain-knockdowns happen. You can slot stability, though. And if that’s on CD – you get knocked down a couple of times. So?
Either they target you with the knockdown. That probably means you engaged them in close combat. In order to do so, you should spac into survivability enough to not instantly die if knocked down. You might even pop stability and survivability at the beginning of the fight so you keep the knockdown-group entertained for the first 5 to 10 seconds while the rest of the group focus-kills the first NPC, reducing the possible length of the chain of knockdowns.
Or they don’t target you. That means that you’re probably playing ranged. So keep away from them. Especially in TA, the knockdown-NPCs will generally not chase you if some melee is there to keep them entertained. You know, the case described above.
Now, eventually the melee will enter downed state. That’s OK, though. Remember, it’s a group-effort. If I enter downed state, someone will usually res me. Just as I will disengage from melee-fighting to use my survivability to res other downed players.
So, the complaint about chain-knockdowns is, again, a complaint about something that shouldn’t be much of an issue for a coordinated group.