Hello everyone, and Anet employees and balance team. Please read this article, it’s my opinion on the current state of dungeons and such.
Let me explain my point of view: I love GW2. This is the game of my dreams. It has INCREDIBLE Graphics, awesome lore and lighthearted humor with incredible landscapes and a fun battle system. Yet, why are dungeons so stressing? Look for instance Cadecaus Manor, the new AC, and the dreadful Twilight Arbor. Sure, incredibly skilled players will scroll thru it and say “Easy, Faceroll, boring, etc” but how many times did they wipe before learning the ropes on how to pass the dungeon?
1) THROWING MOBS THAT CAN BE EASILY MISTAKEN FOR THE ONES FOUND IN THE OUTSIDE WORLD AND GIVING THEM A HUGE HP BOOST IS COUNTER-INTUITIVE
Why cant the spiders in the AC dungeon and twilight arbor look different from the ones in the outside world? When a new dungeon explorer sees them for the first time, they assume it will be just as easy as the ones he killed earlier in easier level fields. Big mistake. The spiders in AC are so incredibly powerful that a new player can’t possibly make a mistake with them and now with their HP boosted, they cant rally either. It applies to all mobs in most dungeons. Yes, they have that silver, purple, gold ring on their names, but their design can make them different, thus increasing awareness to new players. “Ahhh, I never seen this guy before, I must be careful…”
2) INCREASING THE HP OF TRASH MOBS IN DUNGEONS ISN’T REALLY INTERESTING OR CHALLENGING
While I don’t like calling them “trash”, it should be fair that mobs without much importance should not take 5 minutes to destroy. This doesn’t provide challenge to most players, instead is like an artificial wall that slows down the progress of the team. Players’ don’t need those. If you (Anet) want to make players last longer in dungeons, how about creating a system where the more mobs a team of players destroy, the chances of receiving good loot at the end chest increase? Maybe that fancy door wont open unless all the spiders are destroyed? or one of them drops a key? etc. Think about this: Why do most players want to SKIP mobs and find exploits rather than fight them all? The answer is (TimeXProfit). Give them a reason to fight them all!
3) THE TOTAL HP OF BOSSES DOES NOT DEFINE HOW INTERESTING THE FIGHT WILL BE
Some bosses have little to no interesting mechanics, but their HP is ridiculously high. An example, Twilight arbor, the strange looking trees from the beginning of exp mode… Do they really need to have that much HP to create a “challenging” and “interesting” fight? When a fight becomes stressing instead of fun, you maaaaaay want to consider the overall fight. Take for example Kholer and Lupicus. They are made for groups of 5, but I had a BLAST fighting Kholer (post update). He requires me to pay attention to all his moves, and taught me how to fight properly and be patient in the fight. That fight, ANET, was a masterpiece. Still, many skipped the fight altogether in part because of the rewards and time it took to kill him.
4) DIFFICULTY SHOULD BE GRADUAL, NOT A WALL AT THE BEGINNING OF THE RACE!
Why is AC dungeon so difficult to many, and easy to few? Yes, I know, exp mode is the hard mode version of the dungeon; story mode is the easy mode. But even so, the difficulty spike in the dungeon that is easy enough for a 5 man party of lvl 35’s should be easier than… say Arah dungeon. And even so, the loot from it shouldn’t be better than those last dungeons either. *Create a latter type scale of difficulty, rather than a mountain at the beginning of the journey!*
(edited by Aden Celeste.3650)