Fix your dungeon design from the ground up please

Fix your dungeon design from the ground up please

in Fractals, Dungeons & Raids

Posted by: aekt.9438

aekt.9438

As I thought the game is aimed to promote freedom of profession, but many dungeons have become not doable without certain profession or armor set.
We have started to see “looking for <profession>” in the map chat already, do we really want the game to evolve into Looking for <profession1> x n type of dungeon group?

As game is rolling into 3rd months after release, I ask what is the logic behind the design of small space + ultimate spamming aoe which makes rolling only possible with first 2 aoe, and will ultimately failed after third even when you’re specced full endurance restoring?

super stunlock / knockdown lock is almost as ridiculous as anything there is for most of the dungeon, who was the smartass behind these design?

AC was doable without having specific professions ever since BWE, but almost every other dungeons aren’t. And yet you want to remove the holy trinity equation when you only put up dungeons with the requirements of them.

At this point I can see how LFG for dungeon feature might ultimately fail because you will probably get professions that aren’t fit together for a dungeon that you queue for.

where is the full socialization aspect of this?
knowing x number of friend as ranger + knowing n number of friend as guardian + knowing m number of friend as elementalist + knowning k number of friend as mesmer ultimately decides you will succeed in dungeon or not.

can we remove the holy mother of kittenount of hp and make dungeon more fun rather a dying fest when certain profession isn’t present?

thank you

Fix your dungeon design from the ground up please

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Posted by: Drake Brimstone.3706

Drake Brimstone.3706

I’m sure soon chat will “Forming Dungoen group, no members of class X, Y or Z! (you should all just make Class A, B or C)”

Fix your dungeon design from the ground up please

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Its unavoidable for some dungeons. Like path 3 in Ascalon Catacombs. I’m not sure how you’re able to complete that one without a full DPS only group, which naturally means some less DPS centered classes would get excluded.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Fix your dungeon design from the ground up please

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Posted by: Crater.1625

Crater.1625

We haven’t “started” to see those calls. In the first week after the game’s launch, there were people outside of AC telling anyone who would listen that “If you don’t have a Guardian, you will most likely fail”.

Without fail, every party I’ve had the misfortune to join because they were “Looking for Warrior/Guardian” or whatever has been full of people who don’t understand the game’s mechanics*, and every single run in those parties has been headache-inducing. I’ve also run those same dungeons with my own hastily-assembled parties consisting of one Warrior and four Thieves (HotW, Story and Plunderer) or three Elementalists, a Mesmer, and a Ranger (TA, Forward-Forward) and breezed right through them.

There’s always going to be a certain contingent of the player base who thinks that all of their problems will float away as long as they build the party just so. Their preferences rarely actually help them, though; there’s not much that can be done to fix player attitudes that aren’t based on reality to begin with.

*(I will add a caveat here that party composition can get exclusionary toward certain classes when you’re dealing with an ultra-coordinated, skilled guild group who puts specific effort into making the most efficient party possible – but these groups rarely advertise for PUG players anyway.)

Fix your dungeon design from the ground up please

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Posted by: Wethospu.6437

Wethospu.6437

At first I thought this topic was good but then I realized it is just another useless whine topic which brings nothing new to the discussion.

Fix your dungeon design from the ground up please

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Posted by: RileyTheRad.8542

RileyTheRad.8542

I’ve farmed all paths of every dungeon except for TA, CoF and Arah with different groups every time. Though the dungeons are challenging, there has never been any real issue completing them with any prof combo that I’ve come across. It seems to be more about learning how the specific dungeon plays.

For example, Path 1 (I think?) of SE. I ran this with a group about a month ago to no success for about two hours straight, stuck against the dredge boss that sets everyone on fire. We all thought that condition removal was the only way to beat it, so we left and re-traited and came back in.
Later we discovered that standing on the fountains removes the burning. We didn’t have to re-trait or anything, we just missed a dungeon function.

Hoopa doopa.

Fix your dungeon design from the ground up please

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Posted by: Redamz.5038

Redamz.5038

Its unavoidable for some dungeons. Like path 3 in Ascalon Catacombs. I’m not sure how you’re able to complete that one without a full DPS only group, which naturally means some less DPS centered classes would get excluded.

What the kitten are you talking about?
Just did all 3 AC paths with 4 tanky Guardians and 1 support Engi. Dps doens’t go lower than that.
I have done all the dungeon with every combination imaginable, including CoE with 4 rangers and a mesmer.

I agree paths like CoE 1 are easier with 4 guardians and a Dps, for example. But saying it’s not doable without specific class combination is a huge exaggeration.

Fix your dungeon design from the ground up please

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Posted by: Svarty.8019

Svarty.8019

The dungeons are probably fine, but they appear to be built for the old holy trinity classes, where you are expected to pile lots of DPS on a boss while someone tanks and someone else heals the tank. What seems to happen is that the encounters don’t work well at the moment because;

  • The new control pillar is too difficult. Bosses can too easily take nearly all of someone’s health in one hit. A tanker can’t tank properly because warnings tend to be very short, and/or it is too difficult to avoid damage.
  • The new support pillar doesn’t work well because bosses have all kinds of mitigation/immunity.

I’m just going to repost this here:

In this interview, Jon Peters states quite clearly,
“instead of DPS/heal/tank, we have our own trinity of damage, support, and control,”

I am hoping that by Robert’s comment about system failures (below), they are working on improving these aspects of the dungeons.

Robert Hrouda.1327 said:
we recognize failures not just in random occasions, but in total systems and dungeons in general. The great thing about an MMO/Live game, is that we can change it for the better. We have plans to change things based on feedback

Source: https://forum-en.gw2archive.eu/forum/game/dungeons/Be-careful-who-you-listen-to-regarding-difficulty/first#post290295

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

Fix your dungeon design from the ground up please

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Posted by: Bruno Sardine.2907

Bruno Sardine.2907

I think boss-encounters need to be examined, especially the explore ones. Too many of them are just “add damage, don’t die” rather than real team coordination. What I mean is like Giganticus Phase 3 where one person kites and other people dps and use slows on the boss… that to me is more coordination than Subject Alpha who just hits hard (I guess there’s the crystal prison, but I almost never both with it since I’m a condition build and do almost no damage against breakable objects).

Fix your dungeon design from the ground up please

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Its unavoidable for some dungeons. Like path 3 in Ascalon Catacombs. I’m not sure how you’re able to complete that one without a full DPS only group, which naturally means some less DPS centered classes would get excluded.

What the kitten are you talking about?
Just did all 3 AC paths with 4 tanky Guardians and 1 support Engi. Dps doens’t go lower than that.

Yet everyone seems to be struggling with this path. So clearly I’m not alone. When ever I join a group for AC, everyone seems to agree that they prefer path 1 or 2… but not 3. And me and my teams have been on this path for hours, trying to coordinate the damage and order of killing the burrows… and still it wasn’t enough. We had rangers, an elementalist, a guardian and a necromancer, and even with all the damage we could call down upon the burrows, they just wouldn’t die fast enough. What ever order of killing or combination of skills we tried, we kept failing because we lacked enough DPS to clear them quickly. AC path 3 is just a design disaster of epic proportions, and its not even fun either.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Fix your dungeon design from the ground up please

in Fractals, Dungeons & Raids

Posted by: Komuflage.2307

Komuflage.2307

Its unavoidable for some dungeons. Like path 3 in Ascalon Catacombs. I’m not sure how you’re able to complete that one without a full DPS only group, which naturally means some less DPS centered classes would get excluded.

What are you talking about? We’re running that dungeon path with 2-3 support speccs :P

Also I don’t understand this about some dungeons only doable with some professions present, I’ve tried and completed every dungeon path except 2 paths in TA and 2 paths in Arah, I’ve played both my Glass cannon warrior and my Healer-Tank guardian, I’ve run all of these dungeons in different groups, sometimes with 4 thievs, sometimes with 3Warriors and another guardian, played with Support speccs and glasscannon speccs.

But ofc some people like to have some specific professions with them, and why does this surprise you? For instance I love to have 1 thief in my group since we together can stack 25 stacks of might to the whole team which pretty much increases all our damage output with 50%.
I love to combo this with a mesmer with Time warp, since we get increased damage and increased attack speed and can kill most bosses within a few seconds.
2 Necros works great with this combo as well since they deal a kitten load of damage with 25 might stacks and double attack speed.

For me this is a perfect setup in most dungeons. But it’s not required to have this setup in order to complete any dungeon path I’ve tried. But different people prefer different things, just like some people want a Porsche and some people want a Ferrari, both are great cars, but people have there preferences.

Fix your dungeon design from the ground up please

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Posted by: Strongheart.5629

Strongheart.5629

I have run all of the dungeons with numerous successful PUG groups. None of the groups were looking for specific professions. As a matter of fact, I intentionally avoid groups looking for a “Tank” or specific profession since I have never seen a reason to have a specific profession in any of the dungeons.

Having said that, there is a noticeable difference in the difficulty of the dungeons when it comes to a players skill level or knowledge of the instance. People need to get in the habit of speaking up if they enter a dungeon they have never done. It is also a good idea to equip more team oriented skills.

This is just my opinion, there is no need for specific builds or professions when running dungeons.

StrongHeart
Norn – Warrior
Yak’s Bend

Fix your dungeon design from the ground up please

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Posted by: Jzl.8715

Jzl.8715

Very bold assertion and demand, maybe you should point out which Dungeon/Path/Group Composition you have so we are talking about something more specific.

On thing I want to say, you definitely can have any kind of group composition you can, some might not work as well as others. So it is very possible to run into a bad composition (not in terms of profession), but this isn’t a valid way to say the system is promoting the so called trinity after all. I have been in a few failed dungeons as well, but I don’t think any of those the professions were to be blamed.

[PLUM] – SOR