I have no desire to run dungeons...anyone ells?

I have no desire to run dungeons...anyone ells?

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Posted by: grifflyman.8102

grifflyman.8102

I had several paragraphs sharing my feelings but decided to delete them and just state my general opinion…

Does anyone ells find the dungeons to be undesirable?

I feel that many of the encounters have hidden or unclear mechanics that result in frustrating deaths or result in me standing in the back and using a ranged weapon because if I’m going to melee I will get utterly destroyed with no visual warning…

Other then the shards I don’t think the rewards justify repeatedly running through the same stories over and over again and I have a hard time accepting the many deaths learning the dungeon when I know I’ll personally get nothing out of the experience other then a few blues and enough silver to cover my repair costs.

I enjoy the stories and explorable paths but once you run them I don’t really feel they offer anything ells. Perhaps if they offered more variety of unique drops or an increased chance to find certain hard to obtain crafting materials they would be more appealing but right now I just don’t find them desirable, even though I’m really trying to like them….

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Posted by: Samfisher.7942

Samfisher.7942

CoE EM was….hella tough.. I don’t think I’m gonna put myself through that 20-50 more times to get my token gear >.> Farming stuff for gold and buying them outright is faster by a huge amount.

Ezendor [SYN] – Synapse, Ranger
Sea of Sorrows

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Posted by: Rizzy.8293

Rizzy.8293

Ive no desire to log into gw2 and sit around at lobbies doing nothing because of the costs of living in tyria.

I will however log on later for an hour or 2 to spvp

so what have i done? paid 70 bucks for a pvp game with boring pve content, I have regrets now.

Atleast with guilwars it was cheaper and you werent forced to do those dungeons and make a considerable amount of money through pvp

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Posted by: Neb.5347

Neb.5347

You mean you don’t enjoy shooting at a mob for 10 minutes because super high HP pools = difficult?

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Posted by: Veritas.4792

Veritas.4792

You mean you don’t enjoy shooting at a mob for 10 minutes because super high HP pools = difficult?

Or more like CoF ritual room is overboard, how are you supposed to kill/kite all of that with out making it a “deathfest?” Hmmm…….sounds like some tactics don’t it? Just go in a die. Funnest thing I’ve ever did in a video game.

Absurd
Yak’s Bend
Tempest Wolves [TW]

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Posted by: Rizzy.8293

Rizzy.8293

You mean you don’t enjoy shooting at a mob for 10 minutes because super high HP pools = difficult?

Or more like CoF ritual room is overboard, how are you supposed to kill/kite all of that with out making it a “deathfest?” Hmmm…….sounds like some tactics don’t it? Just go in a die. Funnest thing I’ve ever did in a video game.

Like this.
http://www.youtube.com/watch?v=_rsAbj3Xly0

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Posted by: Gosia.2547

Gosia.2547

Well I don’t mind hard core challenge from time to time, but what really pushes me away from dungeons is that you have to run it 80 times (I didn’t believe it at first) to get a full set of the armour you want. Maybe what I’m going t say will sound shocking, but honestly normal players don’t run dungeons 80 times for fun – I call it grind, and GW2 wasn’t supposed to be based on it. I have no time to sit 24/7 and farm dungeons just to get the armour I want because I have life, work etc. I know people will say that’s your own problem and that I can wear a different armour, or I can craft it – true – but as an ordinary player I also have the right to experience this game in full and honestly not only hardcore players play this game.

“I don’t know half of you half as well as I should like;
and I like less than half of you half as well as you deserve.”

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Posted by: Ergo Proxy.6219

Ergo Proxy.6219

Nope I like the dungeons.

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Posted by: Gies.3824

Gies.3824

What he said, I love em. My only complaint is that there is not more, I finished them all =(.

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Posted by: chemiclord.3978

chemiclord.3978

I’ve had at least some challenge and entertainment out of every dungeon I’ve run. I’ve never been bothered by the “rewards” (or lack thereof), and wasn’t expecting anything of great significance. That’s never been the way Arena.net has done EITHER Guild Wars game. Not sure why you’d expect it now.

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Posted by: Raire.7983

Raire.7983

I’ve no desire to ever play dungeons, based on what I know of them so far. I didn’t particularly enjoy these types of environment in GW1, and I also can’t tolerate LFG’ing – so no automatic grouping (at least for story mode) equals no interest in looking further, for me.

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Posted by: Sera.6539

Sera.6539

I used to be up for any dungeon at almost any time, knowing the reward at the end would be consistent. Since the patch, I’ve gotten a bit more bored with less people wanting runs in different things. In addition, I don’t have as much motivation to go to any dungeon due to the changes. Not only is the reward typically diminished, it’s not consistent, since it’s still buggy.

Gelda Nebilim – Nagare [NGE] – Crystal Desert
http://youtube.com/user/Royblazer

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Posted by: PinkRage.5120

PinkRage.5120

>most ppl who are loving the dungeons are running them and not posting here.

[iLy] is now recruiting.
-Sorrow’s Furnace-

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Posted by: MastaNeenja.1537

MastaNeenja.1537

I for one like playing dungeons and look forward to going through all of them. They are great. They break up the game and make it more challenging when I feel I need to switch it up from exploration and crafting.

If you don’t like dungeons don’t do them, but for the love of the game don’t complain about how hard they are and expect them to be dumbed down. Keep in mind that some players actually enjoy doing dungeons and understand the concepts behind why they are the way they are.

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Posted by: Adzy.8370

Adzy.8370

Dungeons need a complete rework. They need BIG changes and they would need to be balanced around my following suggestions.

  1. If you die in a dungeon (not downed) then you cannot respawn.
  2. If you die in a dungeon (not downed) you have a 60 second respawn timer.

For option 2: If a complete party is killed (aka wiped) then you fail that dungeon and must re-attempt it from the very start.

A problem with option 2 would be that if a player is downed during a fight, other players can just flee until the player is revived so they can reattempt the next part of the dungeon. That would be okay as long as the monsters aggro duration is increased (often you can just run away 10 metres and they stop chasing).

Why these suggestions will work? Because right now the dungeons are SUPPOSED to be challenging instances that require TEAMWORK, SKILL and GEAR. Right now players are just spamming auto attacks at trash mobs with super high hit-points or trash mobs with 1-shot kill mechanics which just AREN’T fun (I often alt-tab during prolonged fights where there is no real threat). Players are allowed infinite chances to continue dungeons even after multiple wipes (the only challenge is not to die so much). This allows players to attempt dungeons way beyond their skill, equipment and teamwork.

Or the opposite where players are getting 1-shotted, avoiding whole content altogether (running past mobs, sometimes even naked so gear doesn’t get damaged), farming the first 2 bosses of a dungeons for tokens rather than completing it, or complaining because the dungeon is way too hard or long (imbalance).

Of course if either of these suggestions are implemented then Dungeons will have to be reworked:

  • by removing 1-shot kill mechanics,
  • tweaking the number of trash mob packs,
  • balancing hit-points and DPS of bosses/mobs.

But personally I believe to make Dungeons more challenging is giving those elite/boss packs unique skills such as AOE crowd-control (fears, slows, chills, stuns), AOE damage-over-time (bleeds, burns) and other unique abilities such as knockdowns, frenzy, move-speed buffs, debuffs, knockbacks, invulnerability (super short duration, aka Wraithlord Hunter in Arah).

In regards to the paragraph above, my favorite boss would have to be the Asura golem at the start of Caudecus Manor. Even though his rockets are 1 shot kill (and have super fast projectile speed), the first time I faced him was awesome! Why? Because he has a number of different skills which players actually have to be skilled to fight him (not sure if players can still sit on ledge to avoid rockets still), such as the rockets, whirling flames and the blitz-pull (league of legends reference).

TL;DR Give proper death penalty in dungeons (at least Explore mode), and kitten off the packs of trash mobs and give small packs of mob and elite/bosses more Unique Abilities and skills/passives rather than give us a Veteran or Champion trash mob.

Token System Suggestion in Spoiler


The token system wouldn’t need a rework if dungeons were actually fun and challenging. My only suggestion is that give more tokens for harder paths, and only award tokens at the end of the dungeon or award tokens on the difficulty of the boss (number of tokens received per chest increases as you progress through) so it’s more efficient to complete the dungeon rather than farm the first two bosses for example. Also the final boss of a dungeon should have a super small percent chance (less than 0.5%) to drop an Exotic/Rare item relevant to that dungeon (or anything kitten useful like ectoplasm or 5 orichalum ingots).

(edited by Adzy.8370)

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Posted by: MastaNeenja.1537

MastaNeenja.1537

Adzy.8370 —- wow I applaud you sir. While I do like infinite respawn at my leisure I would be willing to give that up.

You get it, you know what dungeons are about, thank you!

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Posted by: Voltar.8574

Voltar.8574

i’m not sure why people expect to walk in and one-shot the “hard pve content” of the game in a pug. is that how it happens in any other game ever?

group zerging works outside; not in explorable mode.

(edited by Voltar.8574)

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Posted by: Raging Bull.5048

Raging Bull.5048

I don’t have a desire to run dungeons due to simplistic mob mechanics and the lack of rewards. Also, finding groups can be a pain.

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Posted by: moiraine.2753

moiraine.2753

I will say it again as i did in many other threads.Explorable modes are NOT for pugs.They are only for cordinated groups that know what to do and how to support each other.
Explorable modes are Anets equivalent of WoW’s HC raids.That means they are NOT for everyone.

TxS – Tequatl Slayer Alliance (EU)

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Posted by: Adzy.8370

Adzy.8370

I will say it again as i did in many other threads.Explorable modes are NOT for pugs.They are only for cordinated groups that know what to do and how to support each other.
Explorable modes are Anets equivalent of WoW’s HC raids.That means they are NOT for everyone.

Yeah most people however are complaining about the TYPE of difficulty experienced in explore mode. The difficulty comes from the amount of hit-points and raw damage trash mobs have, not the actual mechanics of the game.

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Posted by: LED Head.2439

LED Head.2439

I agree I do not have any desire to do them once I run them once for the sake of completion.

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Posted by: ChrisLew.5492

ChrisLew.5492

I don’t find them all that challenging; if you do its because you don’t have survivability/ utility in your build. Just swap out your skills a bit. The biggest issue is with dungeons currently is the setup. I have an active guild, but there’s so many things to do in this game that instance grinding isn’t at the top of everyone’s priority list. So I’ve shelved dungeons until they get a proper LFG tool. I have no desire to sit in LA for hours shouting (till the spam filter silences you, that is). That LFG thing that you flag yourself with is beyond useless. ANet launching without a LFG tool is a critical oversight.

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Posted by: Conker.4307

Conker.4307

I don’t think they are all THAT hard yes they are challenging but I’m glad they aren’t just mindless easy garbage, unless you do certain options for example option 2 in CoF is the easiest thing I’ve ever done. I do however think they need to up the rewards or drop the price on gear down. There is no incentive besides to see additional content to do the harder paths in dungeons. If they added some gear drops that are worth going for, that might spice it up a bit. I personally no longer have interest in doing dungeons besides once leveling up another character because I think they are lacking on the reward front. This garbage “what did you expect this is guild wars” doesn’t fly. This is completely different from guild wars 1, I expected them to make PvE more rewarding based off the drastic change in overall gameplay and the time they put into Dungeon design. Honestly they need to make the dungeons more loot friendly I guess or they will lose a lot of people if they haven’t already. I’m fine I love WvWvW and sPvP so I’m happy. I guess it doesn’t matter if they lose player base since its b2p not p2p. Any ways this is my long winded opinion that I wrote because I’m bored and have nothing better to do enjoy.

(edited by Conker.4307)

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Posted by: Raging Bull.5048

Raging Bull.5048

Why do people constantly mix up things like “OMG dungeons are hard!!!11!1” and “wow, this sucks”?

People are complaining about how dungeons are BORING, not how difficult they are. Yes, we want them difficult. No, we don’t want them difficult because Ascalonian Warrior sweeps 50% of my HP in one hit (not literally) and he has a HP pool that is right next to infinite. We want them difficult because mobs/bosses have a good AI and use an actual strategy.

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Posted by: AceRage.4673

AceRage.4673

I have no problems with the difficulty changes, the less rewards, or anything! my problem is no one is doing it anymore

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Posted by: rewdee.3295

rewdee.3295

I have no issue with Dungeons being difficult, I completely agree they should be, and pre patch Story CM was stupidly easy for a dungeon. That feeling you got when you first entered AC and were like ‘OMG this is insanely hard’ was perfect for this MMO.

The thing i have an issue with, is the fact that i get more xp for chopping down 10 trees, than i got for spending an hour inside SE, not counting the money i would make from these trees, which also rivaled the Dungeon reward…

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Posted by: Bart.5064

Bart.5064

Unfortunately, after running multiple dungeons and seeing how long they take, lack of rewards, lack of experience and having no “true tank” or healer, running dungeons are no longer something Im excited for. In other words, we’re forced to run hearts to level up now. Awesome. I love the game buuuuut the lack of alternative leveling types has killed it for me unfortunately and a buddy of mine. Ontop of all that, getting my necro to 80 in 80 gear and watching my buddies 55 warrior out dmg me by a laaaaaaaaaaaaarge margin is also not fun…. No excitement, no want, no need to level another toon because I know Ill be running hearts all day. Yay.

After thinking about it, GW2 while fun, is almost more so along the lines of a hack’n’slash game than it is an MMO. You die and run back and continue wackin away at a mob, die, rinse, repeat. Removing the backbone of tanks and healers has moved this game into that area of gameplay. Its not bad dont get me wrong, Im having fun but the game is missing something and I think its the fact that is has no aggro/tank/healing system in it.

(edited by Bart.5064)

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Posted by: MastaNeenja.1537

MastaNeenja.1537

Bart.5064 —- methinks you should probably look for a different game to play.

Players are down leveled depending on the zone they are in so it doesn’t matter if your buddy is a lvl 55 war and you’re an 80th lvl necro. You’re both gonna be scaled to the same level if you’re above the lvl for the zone.

Mobs aggro, and while GW2 was in development they were adamant about how they wanted to break away from standard MMO combat of tanks and healers.

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Posted by: Bart.5064

Bart.5064

Masta neenja, I understand that we get deleveled but im not talking about that. Im saying that me in level 80 gear with full runes, level 80 jewelry, fighting level 80 mobs(not being scaled down) he’s out dmging me still! I don’t understand why ppl continue to say necros do good dmg because that’s so far from the truth and if you think they do then my God you are ignorant as bloody hell. Im not afraid to say what a terrible condition necros are in cause it’s the truth. The pets blow, broken ai, terrible dmg, low health and die in two seconds. For being the “master of dead” his dead minions are pretty pathetic. the class needs some serious lovin, serious lovin

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Posted by: Kortak.4893

Kortak.4893

So what was so new about this MMO?? again?

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Posted by: Gies.3824

Gies.3824

Where are these supposed one shot mob mechanics? The only one I can think of is the rifle men in CM, who literally tell you what they do and mark when they are doing it. That and the kill shot mob at the end of CoE SM.

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Posted by: Descasus.4280

Descasus.4280

I don’t mind the difficulty of most dungeons but I think what a lot of people want is a scaled reward. They are currently working on fixing the rewards, which I’m happy about but the main thing with the dungeons for me is that the content has been traded for more enemy health. Instead of taking 1-2 hrs going through various areas, it’s spent killing 2-3 bosses and an assortment of normal and veteran/champion mobs.

I think if they redesign them or plan them out a bit differently by using the time spent in the area differently then a lot more players will do dungeons.

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Posted by: SideStep.1347

SideStep.1347

All of my friends share the same sentiment. Its ridiculous how they are made.

Theres a lot of problems from the get go. If they can just rework the cheap deaths, intagibs, party swipe monster skills and fix the “pull a monster” strategy, it would be fun and actually enjoy the dungeons.

I believe as it stands now, it not worth anyone’s sweat. Get some skins in exchange for some frustrating time… I’ll pass. Lets hope they fix it.

John Peters stated that some dungeons are easy to do… they got to tell me which one. The only doable dungeons I’ve found so far is the lvl 30 and lvl 40 story dungeons ‘cause I would not get near their’s explorable mode with an ugly stick.

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Posted by: Descasus.4280

Descasus.4280

SideStep:

The explorable for AC is actually a lot easier than the story it seems and oddly enough, Arah seems to be the easiest one I’ve done in story since they nerfed CM.

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Posted by: Tiberian Fiend.8961

Tiberian Fiend.8961

From my experiences form Twilight Arbour explorable mode (lev 55);
I find story mode is completely practical as a dungeon and has relatively good bosses.

my issue comes as I reach explorable mode and I hit these “one hit wonders” who can tank my entire team whilst dishing out AOE melee attacks, attacks that can not only knockdown, but hit an absurd radius practically taking the entire team down to 25%.

I can appreciate the difficulty, I find some games these days lack the impossible feel, but there are definitely examples of unbalanced mobs that do not show any weaknesses, surely if it can do high damage or AOE that it’s health should be “relatively” low so the team knows which mob is a priority target.

And why do I play these explorable dungeon runs?

For dungeon token,
of which can only be used by the character they are earned by (soulbound) rather than account bound; the effort really isn’t motivating enough to run aprox 11 times to earn 330 tokens for one armour piece fixed by soulbound.

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Posted by: Rush.8239

Rush.8239

i havent logged on for 4 days , playing borderlands 2 and torchlight ii seems alot more fun at the min

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Posted by: Fredthebeard.1870

Fredthebeard.1870

Honestly for me, I don’t like waiting around for hours (doing nothing) while I LFG spam to form groups in LA to play dungeons, since its the only thing I really enjoy doing.

Add a Dungeon Finder-

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Posted by: BlakThornArrow.2389

BlakThornArrow.2389

i like the dungeons, but thanks to the big repair costs and bad rewards i pratticly skip them while i rather would play them but why invest like 50 silver repair costs thanks to the oneshots and more for a reward of 3 silver nty. not only that bosses tend to be plain atleast the once in CM no different special moves or something like that its to bad cause it would be great if certain bosses had more moves just like the champions of the elder dragons they are also plain just hit it get reward it just looks cool no challenge at all.

i’ll wait till arenanet fixes the dungeons

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(edited by BlakThornArrow.2389)

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Posted by: Mulitplex.2017

Mulitplex.2017

There are still a ton of people running dungeons post patch… but the ones they are doing are the couple of workaround/speed runs that still exist for getting tokens and what-not.

I haven’t touched them since the patch. I would consider doing Arah speed runs for tokens but I know that once I get a couple of runs under my belt it’ll be “fixed.”

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Posted by: Efaicia.3672

Efaicia.3672

I still run dungeons, I try to run at least 1 a night, sometimes it is all I have time for with my family stuff going on, but I love them and have a blast every time I am in one.

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Posted by: Maximillian Greil.1965

Maximillian Greil.1965

I love the dungeons in this game. They’re not that tough if you go with a good group in exotics and using vent and stuff.

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Posted by: Baked Goods.9428

Baked Goods.9428

I love the dungeons in this game. They’re not that tough if you go with a good group in exotics and using vent and stuff.

This. and @people complaining about mobs having to much HP it’s because you’re trying to do the dungeons in blues/masterwork. Try the dungeons in a group with full exotic and watch how fast HP melts

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Posted by: Cavthena.3065

Cavthena.3065

I love the dungeons in this game. They’re not that tough if you go with a good group in exotics and using vent and stuff.

This. and @people complaining about mobs having to much HP it’s because you’re trying to do the dungeons in blues/masterwork. Try the dungeons in a group with full exotic and watch how fast HP melts

That is true… however I don’t feel it’s about how fast you can take down trash mobs or if you can clear a dungeon with 0 deaths. From what I’ve read people have no problem with the difficulty (if the difficulty is “hard” not “One hit your done! HaHa!” Example would be CoF Kite event.) but with how much fun you have running the dungeon.

Maybe the problem is in how the dungeons are made for the elite organized groups only instead of random pugs. And may I add, pugs are a very good way to support social interaction outside of ones normal social group. Something Anet says they want in this game.

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Posted by: Reynfall.1547

Reynfall.1547

Since the nerfs to the monetary gains, I too have no interest in running any dungeons.

Anet is alienating me from endgame content.

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Posted by: Bart.5064

Bart.5064

The main problem im seeing for myself and a buddy of mine is if theres no interest in running dungeons right now, what else is there to do honestly? Run events in Orr the rest of the time? No thanks we did that from 1-80. The issue is outside of dungeons theres not much else to do in the game currently. They restricted their content so much to events/hearts that you get burnt out quickly running them all day while leveling up. Ontop of that, the events are the samekittenthing all the way up so not only are running events repetitive, their quest mechanics are the samekittenthing all the way up.

The game is fun but were quickly noticing that theres no incentive to level up alts because we’ll think, oh wait were just going to run hearts/events again….yay. Theres no variety unfortunately. You cant grind mobs for exp as theyre too little of hits to be worth akitten If they increased exp for killing mobs than that would open up for variety for leveling up.

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Posted by: staticstorm.2318

staticstorm.2318

@ Baked Goods.9428
“This. and @people complaining about mobs having to much HP it’s because you’re trying to do the dungeons in blues/masterwork. Try the dungeons in a group with full exotic and watch how fast HP melts”

so u want us to grind for gear to grind for gear ? wasnt gw2 whole thing not having to grind for gear to get gear cause that sounds like every other WoW/EQ clone going