SoS – The Industry[WORK]
GW2 dungeons vs GW1 dungeons
SoS – The Industry[WORK]
Forgot a couple more issues I saw last night running Arah path 4:
The fight with the boss that spawns the poison trees and the ooze flying back and forth… if you stand in a certain spot you don’t get hit. Also if you stay all the way back you can just slowly dps the boss down… really fun.
The fight with the priestess mesmer boss… she bugged out at 30% hp. Just sat there with arms open and we dpsed her down. Good fight.
SoS – The Industry[WORK]
What’s the poison vine fight?
Brangoire is one of the fun fights. Get someone who can cast AoEs behind them and have them pull all the spiders they can.
GW1 dungeons you actually had to have a fixed group basically or you would be in it all day long. The rewards were also good for all the time you spent in there unlike GW2 were rewards from chests after bosses are not even worth the effort. They have never bugged out like all these paths in GW2. Another thing GW1 team were fast to do were fix bugs!!! GW2 team is taking there time on bugs from dungeon paths, SP areas, even events where we can’t claim melandru, Balz etc…
GW1 dungeons were hard, sure. But you could do them with a good team and pots. And you actually got good rewards for your time.
GW1 dungeons were somewhere between challenging and nightmarish when they were added on EotN (I think?). Slaver’s Exile was just horrifyingly hard for me.
As someone said up above, you needed a specific makeup of team more often than not to get through it, usually involving 2 monks or the necro trinity.
well, the people that actual ran dungeons in gw1 probably liked them because they wanted to do them, there was no “force” or progression-stop if you didn’t. you could just buy or trade the drops. not so much in gw2, and that’s probably why a lot of people are annoyed by the current state – to progress you HAVE to do them, and for some they’re simply no fun. this would not be an issue to progress otherwise (like in gw1).
well, the people that actual ran dungeons in gw1 probably liked them because they wanted to do them, there was no “force” or progression-stop if you didn’t. you could just buy or trade the drops. not so much in gw2, and that’s probably why a lot of people are annoyed by the current state – to progress you HAVE to do them, and for some they’re simply no fun. this would not be an issue to progress otherwise (like in gw1).
Yes this is true. I can’t help but feel like GW1 was much more in line with anet’s “manifesto” than GW2 is. Everything was for fun, maxed gear was extremely easy to get, all drops tradeable, etc.
Zulu Ox Tactics [zulu]
I agree with your statements but i think we still need to give anet some time. The spectrum of balancing they need to do is massive from hacks to bots to exploits in pvp wvw and pve. I think a lot of complaints around these dungeons are from the selfless aproach of no roles , you no longer feel important or wanted because your not specialised anymore you ’re just player X out of 5.gw1 dungeon if you really think about were not that fantastic in terms of the fights it was the extra low drop chance on a super rare item that kept you going back like a slot machine. Hold out some hope for good anet dungeon updates
The dungeons of GW1 were brutal if you didn’t have any idea what you were doing. I tried out the Domain of Anguish with a PUG when it was first released. Just a rag tag bunch of people excited to try the new area with some monks/healers thrown in for good measure. We wiped on the first group. No joke. Barely stepped out of the door. It was pretty comical actually .
A while later people started figuring out how to deal with the mobs in there and developed specific team comps to clear them without ANet having to change anything.
GW dungeons just take time and coordination. Always have, always will.
Edit: I’m also not talking about the equivalent of hitting lvl 30 or 35 for the very first time and running Ascalonian Catacombs. I’m talking about a full group of players who’ve played through the entire campaign and in most cases multiple GW1 campaigns. Fairly experienced players in other words.
(edited by Razgriz.7319)
GW1 dungeons were FAR more brutal than these (if you didn’t use a lame hero build) Trust me, this is a walk in the park compared to GW1
GW dungeons just take time and coordination. Always have, always will.
which still were not everyone’s cup of tea. my issue is not with clearing them or have a fast run – they’re just not fun for me. maybe it’s the design from last decade (after the Xth run I start to question why I should grind down that high-hp trash) or anet’s short sighted design, but I can’t see me playing gw2 as long as gw1 – now matter which dungeons are better.
which still were not everyone’s cup of tea.
Nor will they ever be, no matter how they design or redesign them. Why do you feel “forced” to play them? The items you get from them are mainly cosmetic.
If you don’t find them fun you shouldn’t play them. There are plenty of other things to do.
To be honest, GW1 dungeons we’re hard when they first came out, yes. But, after a while, most people could do a dungeon by themselves with heroes. Or, a team could speedclear any dungeon very quickly. The rewards weren’t really on par with what GW2 rewards for a dungeon, in gw1 you got 1 or 2 drops depending on whether it was Hard Mode or Normal, then the drops only had a very small chance to be the dungeon’s unique item. I did like GW1 dungeons, but it’s almost wrong to compare the two. The similarities are pretty much stuck at the name “dungeon” and having things to kill.
I loved the dungeons in guildwars 1 They were awesome, and I have some fond memories there.
Its hard to compare the difficulties of the two. Having customsiable npcs in gw1 run the dungeons with you, made it much easier, as the AI could react faster than a player to interupt, heal, place hexes etc..
There are times when I’m stood at a particular dungeon entrance, with no one in sight, no answer to tells, you kinda wish you did have the npc option :p I’m glad they didn’t though, as it forces those of us that want to dungeons to play together and learn, rather than splitting off individually with npcs.
GW1 barely had a trinity.
It had monks, but really no tanking.
GW1 dungeon – hard because of the variety of enemies and the skills they have.
GW2 dungeon – hard because of insane enemy health and high damage numbers.
Guess which of the two was actually fun.
Gw2 dungeons – Easy because damage mitigation comes incredibly easy if you work as a team. Fun, because you never stop learning and nothing’s ever effortless.
In my opinion GW1 dungeon ware far better then GW2 dungeon, it had some unique mechanics that ware brutal and fun like to huge rolling snow bolder in Frostmaw’s Burrows, Fendi Nin, was brutal but brilliant (my greatest accomplishment in GW1 was to finish shards of orr HM with 6 people without any fixed or super builds and without a smiter monk). In GW1 the player have to combat the dungeon mechanics in GW2 the player need to fight the enemies bloated HP and damage output.
which still were not everyone’s cup of tea.
Nor will they ever be, no matter how they design or redesign them. Why do you feel “forced” to play them? The items you get from them are mainly cosmetic.
If you don’t find them fun you shouldn’t play them. There are plenty of other things to do.
Yet since “muds” dungeons have been a key component of the MMO experience. Players don’t go to an MMO expecting to only ever see the overworld.
Defend the dungeons all you want, but they still implemented their own version of the very grind they claimed to be getting away from. Granted this grind may be at an overall reduced level, but it is still a grind none the less.
I think the biggest deal with the whole dungeon thing is from those very ones who have stated in these threads that they can walk into “Lion’s Arch” and see most everyone wearing token gear which annoys them, because they are not one of the few in the game with the “Mad Uber Leet Skillz” that they expected to be.
At least GW1 had dungeons that varied in skill levels and you could learn and go on to the next harder type and then when mastered do HARD MODE for them, but there was something about GW1 and dungeons that made you want to go back and for many of us it was not about that title, statue, uber item drop.
For many of us it was just the “FUN” period that kept us wanting to go back in.
Not everyone that ran them cared about anything other than the feeling of the experience it left us with, and that was one of actually looking forward to helping friends, families, guildies, new people. I just don’t feel any of that here.
I am suppose to want to chase that carrot, but that carrot just does not give me the incentive to want to play the dungeons more than a few times.
You have people bored because dungeons are to easy, you have people bored because for them the dungeons are to hard, you have people bored because skill aside the dungeons are just plain boring to them and non-awe inspiring, etc.
The problem isn’t why or where players are “Bored”. Its the fact that they are “Bored”. Period.
(edited by Michael Fejervary.8576)