I hope you're paying attention Anet
They just need to implement some sort of better reward for them to encourage more people to play them. The biggest complaint seems to be they are too difficult and time consuming for the reward that is given.
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
should stay out of the way of those doing it”
- Thomas Edison
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
Lol and you based that on what? The extensive amount of time you spent analyzing how many people are running dungeons as opposed to how many people are on the forums complaining?
In game Map chat is also full of people talking about how pointless and tedious dungeons are atm.
Just to be clear I actually enjoy the dungeons, it’s just becoming harder and harder to find a group willing to run them. I’d rather they tone them down or make better rewards so I can actually find a group willing to go through the dungeon.
Yes, some dungeos are too difficult and the end reward’s are making me sad every time.
I don’t even want to go back in there any more, waste of time and nerves.
Live and die on this day.Live and die on this day.
Gunnar’s Hold – [ACID]
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
^ this….the dungeons are made to reward you with skins for your armor and weapons.
but at what cost.. no one wants to die and die again.. having to waste money on repairing…
Officer/Recruiter
Henge Of Denravi
but at what cost.. no one wants to die and die again.. having to waste money on repairing…
People who don’t want to die in dungeons should stop going in with glass cannon builds and face pulling every pack.
The dungeons are completeable without nearly as much stress as people are having. Instead of begging Anet to nerf the content, people should learn to play the game the way it was meant to be played. Throw on some gear that makes you tougher, a few defensive abilities, and some group boons. Pull cautiously and dodge intelligently.
It’s not rocket surgery.
should stay out of the way of those doing it”
- Thomas Edison
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
Excluding all the “OMG nerf it” and “l2p” nonsense, most complaint posts about dungeons in this forum actually listed reasons why the current design is flawed and in need of improvement. I know some people may have trouble distinguishing constructive feedback from whining, but I think ArenaNet devs are capable of doing so.
All they have to do is give the easier to obtain armor it’s own unique looking skin as well, and that will solve many issues in one fix! I really hope A.net is listening too ^^;
Waylon- lvl 80 Guardian
Trism – lvl 80 Engineer
I don’t think that it is bad design or any major flaws that people are really having issues with right now from a dungeon perspective, but more that some of the skills are very badly shown.
For example, in melee when fighting a Giant, rather than seeing his arms swinging around or a shaky eyeball, he is too tall to see due to the camera, so people get instant killed and have no clue why, because the ranged players are not paying attention because its so easy to stand back and never be in danger to let the melee players know what is going on with the upper half of the bosses body that cannot be seen up close.
Or just our right triggering an attack with no animations or audio queues, and this is one of the major offenders that people are upset with. Most of it comes down to melee issues, and more often than not, it is not because of lack of player skill, even though many people on here that do not even run explorable modes would love to have you think. That and they are running the under tuned CoF.
And that leads on to another issue, while COF is a 75 explorable instance, there is no real scale or build up in the instances, the difficulty are out of whack, some of the 80 explorable modes are easier than some of the sub 65 ones, and this alone already scream that there will be future tweaks to the instances. Completing COF in 16-18 minutes while taking 46-60 minutes to complete Sorrow’s embrace seams rather odd. Some need tuning up and others need tuning down.
And when we say tuning down, we do not mean reduce damage and neuter mobs. Increase visibility, give better notice on attacks intended to be dodged, you could even try another approach of increasing the durations of Protection, weakness and give better accessibility to such skills including but not limited to the two above, blind and chill, this is especially true on melee based weapons, taking a weakness debuff from 5 second to 6 would go a surprising way, while maybe increasing the damage a small bit on such weapons.
The weapons that are based around control (Soft & Hard) are mostly very low on damage compare to other options, while informed players know that not all fights need to be rushed and using these types of weapons give the group especially melee players a huge upper hand, not every one has this kind of knowledge. But this is something that will come with time as players learn that being able to reduce boss damage with protection and weakness by a constant 33% and a infrequent 50%(standardization of 25%), can lead to a very impressive 83(58)% mob damage reduction. You also have other options such as Blind and Chill that also reduce overall damage.
But I see in instances how often some of these boons and conditions are over looked, and not just in the dungeons, how many times have you been to Grenth only to see that there is no weakness debuff on the boss? Or any other boss at that.
If you honestly intended the game to be played as such, that you have to have these boons and conditions to be able to melee, then make the melee have access to these more freely, with greater appeal.
As for range, its in a very comfortable position right now, you could leave it how it is, or you could add in a few simple mechanics to wake them up once in a while from their current sloth like game play of stand around and shoot, and once in a while move out of a circle. Pull them in to melee, global area aoe (1600R) there are many options to spice up ranged, but not many bosses use these tools.
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
There are tons of people in my guild that are dissapointed with dungeons to a point where they are too dissapointed to post on the forums. Im sure there are many more cases like this out there.
As it stands, ANET’s dungeon design and philosophy deserves a long hard look.
Why do I have to grind these dungeons? I barely want to play them the first time.
Don’t get me wrong,they are fun but they are so unrewarding. I lose more than I gain.
Why do I have to grind these dungeons? I barely want to play them the first time.
Don’t get me wrong,they are fun but they are so unrewarding. I lose more than I gain.
you don’t have to. there are plenty of other ways to get exotics. if you want the specific look however…
I got 9 levels today, almost all from dungeons. My guild (which is ostensibly a wvw guild) had several groups running at the same time. Dungeon zone lines are crowded with people saying “LFG,” and vendoring drops before they go again.
Yeah, no one does dungeons anymore. Too crowded.
They just need to implement some sort of better reward for them to encourage more people to play them. The biggest complaint seems to be they are too difficult and time consuming for the reward that is given.
I agree on the rewards. But it’s not only that – the dungeon mob mechanics are very lacking. Boss fights are stale and way too simplistic.
You need to challenge our intelligence, ANet. Make us work together, make us work HARD, make us develop complex strategies.
Hard hitting mobs with huge HP pools aren’t the solution. Put our smarts to the test!
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
Lol and you based that on what? The extensive amount of time you spent analyzing how many people are running dungeons as opposed to how many people are on the forums complaining?
In game Map chat is also full of people talking about how pointless and tedious dungeons are atm.
Just to be clear I actually enjoy the dungeons,_ it’s just becoming harder and harder to find a group willing to run them. I’d rather they tone them down or make better rewards so I can actually find a group willing to go through the dungeon._
I am agree at this point
and also add more challenging, more mechanic wise to get through Dungeon, or fighting with boss, I think some people see Dungeon as a instance pointless zergfest because when you dead, you can just get back to waypoint and running back to zerg over and over again.
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
Using this logic, which by the way is used constantly throughout the internet, there is no such thing as majority of people disliking something.
How does this logic apply when all you get only positive opinions on the subject? Suddenly people do take break from game to post positive opinions in positive thread but somehow they don’t when it is negative thread? Does not compute.
(edited by Rzep.4592)
Dungeons are too hard. Skills are underpowered. This is what I am seeing in the forums. My theory is that Anet knows that players hate having their skills nerfed so they set them at a level where they could be buffed if needed. Players dont mind being buffed. Same with dungeons but in reverse.
They just need to implement some sort of better reward for them to encourage more people to play them. The biggest complaint seems to be they are too difficult and time consuming for the reward that is given.
They are also kittenkitten boring, dungeons in this game are possibly the most boring dungeons ive ever experienced in an mmorpg.
No im not qq’n about difficulty, ive completed arah exploreable and although hard is doable, but literally i feel no desire to do it again as it was incredibly boring.
They just need to implement some sort of better reward for them to encourage more people to play them. The biggest complaint seems to be they are too difficult and time consuming for the reward that is given.
They are also kittenkitten boring, dungeons in this game are possibly the most boring dungeons ive ever experienced in an mmorpg.
No im not qq’n about difficulty, ive completed arah exploreable and although hard is doable, but literally i feel no desire to do it again as it was incredibly boring.
Indeed my friend. Boring/simple/not challenging/not imaginative or innovative. It can be fixed. That’s what I hope for. GW2 seems to be designed with younger players in mind. Sure, have a FRACTION of content that’s so watered down and simplistic, easily accessible. But give your veterans a run for their money too.
Christ, who let the “be awestruck of me nabs” players in here thought we blew the bridge up and sealed up all the underground entrances from “there” to “here”
Hp pools and hard hitting skills, with no visibility pretty much sums it up
there is MASSIVE flaws in the tuning with certain dungeons in certain parts and it will be a large operation to get them shipshape methinks….
Mobs feel like they’re minibosses and that’s not TERRIBLE, but then you get examples such as the swarming destroyer breeders etc at the end of the third path in ac explorable, too much hp = they start to swarm too hard at nearing mid and player groups lose control and fail again and again and it all seems to be orientated towards major aoe spam, and that’s NOT something that should happen
when you couple this with HORRIBLE hitbox issues on “building” type aspects such as the burrows for example (or trebuchets etc) and now you’ve got an undisputable BUG causing issue with the tuning of a dungeon element.
For that reason alone the “it’s all fine nubs” can go and gtfo, if you can’t even realise there’s buggy aspects before running your mouths, then you’re ignorant or trolling.
Visual aspects aside from constantly being looking up awkwardly at a giant for example to see him use his charged attack being improved makes sense otherwise we further exacerbate the problem that ranged > melee in terms of survivability despite being squishy
I do however agree that glasscannons should have little to no place in a dungeon
I’ve been thoroughly enjoying the dungeons and don’t think they should be changed in difficulty. Yes it’s frustrating and hard the first time around in explorable mode but with persistence it’s doable. It’s brought me a lot closer to people in my guild as we learn things together come up with tactics and such. Once you get past the first time around doing them again is A LOT easier. A lot of people just simply don’t have the patience to work through learning them which is the real problem behind the complaints. The dungeons should stay this hard.
As for rewards yes having to grind them as much as you have to do now is a bit annoying but that’s the point of the dungeon gear to show off that you are really good. The really skilled players/groups should have a reward for being skilled. I do think perhaps less tokens for each armour piece so it’s less grindy? Having to do 8/10 runs for 1 armour piece is a bit steep. Maybe 3 or 4 runs per piece (depending on what it is) should be more than adequate to show a persons skill.
The only complaint I have is fights where unless you have certain professions with you it’s near impossible. They could do with a little balancing to allow for all professions to be able to contribute more positively. I often found myself in some fights to be near useless with my squishiness and medium damage. Other than that so far things have been fine (First 3 dungeons I’ve done).
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
(edited by Fay.2735)
Having to do 8/10 runs for 1 armour piece is a bit steep. Maybe 3 or 4 runs per piece (depending on what it is) should be more than adequate to show a persons skill.
This here. On top of the issues brought up by the OP, this is the biggest turn off for most in my guild. Basically 60-70 runs of a dungeon to get an armor set without any significant stat improvements. That many runs is not fun, regardless of what you think of the dungeons. I agree with you, 3-4 runs per piece, not 10-12. Also, this makes even less sense with the lower level sets. Take the Ascalon L35 set. If you got to Level 35 and did nothing else but run AC for the tokens from that point on, you would be level 60-70 before you completed assembly of a L35 set. It makes no sense whatsoever.
In a similar fashion, Tier 3 cultural armor is whacked also. Tier 1 is generally 1/2-3/4 silver a piece, Tier 2 goes slightly over a gold – Tier 3 is 3o times the price of Tier 2. For a game where cash is generally stingy, 130 gold for a set of armor is just plain silly.
Honestly, I am really enjoying the game, but the top level stuff and dungeon rewards (vs. effort), just don’t make any sense and therefore many (at least in my guild) are just writing it all off at the moment.
You know why there aren’t many posts from people saying how much they love the dungeons? Because those people are too busy playing and enjoying the game to come here.
Just because all the whiners make the most noise, doesn’t make them right.
A friend of mine spent 3 days looking for a PUG to do TA explorable. Roughly 4h each day. He didn’t have a SINGLE person join him to look for more.
Everyone who was there, was running PS only.
Please tell me more about all the people who are running it happy.
-Mike Obrien
“We don’t need to make mandatory gear treadmills” -Colin Johanson
As for rewards yes having to grind them as much as you have to do now is a bit annoying but that’s the point of the dungeon gear to show off that you are really good.
Having to run the same dungeon 100 times does not prove one is really good, just that one has too much time on their hands.
And it doesn’t prove anything more than running the same dungeon 5 or 10 or 20 times: you’re still beaten the odds consequently.
However, 5 or 10 or 20 can still be acceptable for more casual players and can still be entertaining.
I don’t mind the dificulty, most of the times (I’d like the SM nerfed down so my really casual friends can enjoy at least that part). However the gring nearing hundreds of runs is a real turn off, not a turn on.
-Mike Obrien
“We don’t need to make mandatory gear treadmills” -Colin Johanson
(edited by cherrie.8907)