I miss the FoW, UW, urgoz and the Deep Length in dungeons
Have you done all the explorable dungeons seems you only did ac? Try arah explorable mode I spent 5hrs doing jotun path but that was a pug it would probably take around 2hrs to clear. I do agree though trash mobs have huge health pools when they only a couple attacks. The majority of players don’t enjoy long dungeons don’t be shocked if they nerf the current explorable bosses because it seems majority always rules
(edited by RoRo.8270)
Hate to break it to you, but nobody really enjoys long raids or dungeons anymore. Even WoW has defaulted to winged raid instances such that you don’t have to spend your entire night doing one thing.
I don’t even really think the GW2 dungeons currently are very casual-friendly because they require a lot of coordination, something you won’t get in most pugs. You also really have to pay attention and think in these current dungeons. When you get killed, there’s usually a good reason, and you have to think it over and strategize.
Besides, from the inception of Guild Wars 2, it was designed to appeal to a more casual audience. I can log on for an hour if I have a busy evening and still get a good chunk of a level done or complete the daily achievement. Have a spare hour and want to play WoW? You can complete maybe one dungeon and check the auction house.
I think you have a romanticized view of the GW1 elite missions:
Note that I fielded the same basic 8-man team for all of these—when my wife is present in an 8-man team, her ranger takes the spot of my paragon hero. The closest I come to customizing builds for content is swapping mantras to relevant elements and, rarely, who brings which rez.
- FoW is a 1 hour run for my wife, six heroes, and myself. We don’t do consumables or anything special, and we have to devote some of that time to tending to our children. It is still 1 hour start to finish and we consider it a personal failure if anyone dies.
- Urgoz is 45-90 minutes for my wife, son, eldest daughter, myself, and 8 heroes. It varies a lot depending on whether or not it coincides with my youngest daughter napping. Again, while people might die, it is not a difficult run, it just takes a long time.
- I never found the Deep challenging. My first time in the dungeon I had to back out in the 5th room to swap my hero order. My second time I made it to Kanaxai (solo + 7 heroes). The third time I added my wife, son, daughter, and a hero and we rocked Kanaxai.
- Underworld I haven’t completed yet. I’ve yet to find a good way to deal with both the 4 horsemen and the snowman that doesn’t require a gimmick build. I have completed all of these events at one time or another, just not in the same run. I got tired of trying and moved on.
- Anguish I have not done in full, I’ve only cleared two zones. I nearly had the other two, but a costly mistake at an inopportune time set me back to the beginning in both.
The challenge in these dungeons was learning the fights, but, and I cannot stress this enough, they were not hard, they simply had a learning curve. Well, now that people have learned, they are pretty easy. A quick wiki search told me everything I needed to know to navigate the Deep. This is the natural progression of informaion—over time, people build knowledge stores and benefit from it.
A lot of people are exploring these dungeons. A lot are sharing their information, so that it is easier for the next group of adventurers to venture in, but there is more than that.
GW1 veterans brought with us knowledge of how ArenaNet designed encounters. We understand more, we know what to look for. We’re better dungeon crawlers because of it. We know that we need to bring stability and protection and weakness with us, even if you don’t need these outside of dungeons.
When I was younger, Contra was a difficult game. On a good day I could beat it, using the 30-life code. Now, I’m better. After 3 hours, with 27 lives remaining (from the original 3), a maxed score, and having beaten the game 8 times over, I just stop playing. Contra didn’t get nerfed, I got better.
That said, I expect we’ll see new content, but don’t get your hopes up, young whippersnapper—thats like “padawan”, but for my generation—you’re a better gamer than you used to be, you’re smarter, and the strategic centers of your brain have been exercised, you have better reflexes, and you will overcome challenges faster.
Hutchmistress of the Fluffy Bunny Brigade [FBB]
yup, i too miss FoW and UW. i also think the dungeons in gw1 were harder than they are in gw2. the only reason dungeons are a bit hard is the amount of hp, as others have said, that the mobs have.
I did enjoy the Deep and Urgoz in the latter days of GW1, simply because after all the strategies became know, and they were more ‘trivial’, then it was like a fast-paced dungon-crawler type of thing, and by far the closest GW ever came to eliciting feelings of PSO.
UW, FoW, and DoA though? No.
FoW was easy enough and was alright for an occasional “If I’m really bored” type of run I guess, and certain areas in the DoA were alright (Torc’qa in particular), but UW and the bulk of DoA were just annoying. Better than most EotN dungeons in terms of content at least, but not what I’d genuinely consider ‘fun’.
A shame fun things could not simply be fun.
Meh, arah explorable is enough like FoW imo, heck it even looks a tad like FoW. Giganticus Lupicus is the boss to force coordination on PuGs who otherwise fail without too short of bringing every defensive trait/utility they have. Just did a 2h+30 mins mursaat path run with a completely PuG and led them to victory (lost two people before that whom got told this wasn’t a ‘shard run’ and that those don’t work anymore, they probably went off to exploit CoF or something shrugs). The monsters DO die pretty fast if you actually have competent people in the group, not say, 5 signet warriors [we HAD one but through the dungeon I proggressively made suggestions on skills that may help us out and by the end of the dungeon the only signet he had left was the elite] and sits-on-greatsword-all-day-since-that’s-his-only-weapon at level 80 and refuses to kite mesmer [lost cause on a 5-hour jotun path run before that]).
“GW2’s PvE is almost as bad as the PvP.”
I loved DoA. I hope some similar content comes out for GW2 even if it comes out later in an expansion. 75% of my time in GW1 was spent in DoA. Good times… good times…
I’m not saying that every single Path should be longer, more like we need 1-2 Dungeons who’s longer than usual.
The devil in me tells me, that Underworld and other elite areas will find their ways to GW2 I hope that feeling is right.
I miss them too…. that’s why fairly recently i went and curb stomped kanaxi’s face in like the good ol times!! , that being said though i think the dungeons are cool in their own way, it is a different game afterall!! However i would love to see some trixy mechanics and the such like the ones in those.
As their mother, I have to grant them their wish. – Forever Fyonna
Lolwut… People were doing the gw1 areas in <20 minutes
this is a different game lmao,
The only thing i find needs a change is the way in which the dungeons are set up.
The mobs are, like you said, not really hard. The only thing that’s really hard is dodging the damage for several minutes because that’s how long the fights take.
I personally prefer fights that can take like 20 sec, given the right combination of skills is used. Just make the mobs have specific skills that can 1/2 hit you and create very intense, short fights.
Bashing in on 1 mob with 5 players and not even dodging gets boring at times. I don’t mind a big boss that takes like 15 minutes + to kill as long as the mechanics are fun. The mobs inside the dungeon are mainly high hp trash mobs, no fun at all.
Keep in mind, i’m not bashing gw2’s dungeons in any way. I think the initial idea is great and it could be worked out far better in future dungeons.
My favorite thing is to have like 20+ mobs incoming with their own unique skills where the goal is to learn how to avoid their hits while taking them down before they can attempt to hit you again.
Hopefully in the future we’ll have dungeons which aren’t about trash mobs with huge hp bars.