Incredibly hard, incredibly unrewarding
Am I the only one who has found dungeons exciting and fun? True I havent done the explorable modes but they are supposed to be the break neck hard modes of the game. They are for well co ordinated and focused groups looking for a serious challange. Storymode though Ive found mostly fine. Sure we have had wipes but its hardly been zerging or chain running from the last waypoint.
Or a twin axe warriors really OP?
What in particular are people finding hard and what is it that is killing people so much? That seems to be the issue. Is it an error in how we have been learning the game or is there a particular issue that makes the instance unbalanced.
You guys should really give some detailed feed back such as which mobs and which mechanics those mobs have which are making it too difficult.
Im not a big fan of a cross the board nerf since I dont really like the idea of dungeons in GW2 turning into the same mindless rushes we see in other MMOs.
The dungeons have been fun for me, I really don’t want explorable wrapped up in cotton wool.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
Dungeons are more or less fun for me. Loot rewards are funny and you can feal disappointment in chat and over VOIP every time there is something to loot. I mean EX mod is hard, you realy need to know what you are doing and to get such a crap of rewards, i dont get that politic… i mean i dont expect exotic but i hope there is at least 1% chance that any exotic will drop. rare would be just fine, but we get white/blue crap way below 80 thats not even worth salvaging. dont nerf dungeons just give us better chance of good rewords.
Yes AC is very hard for the first dungeon in the game, but once you know how to you can
do any dungeon.
I have done almost every explorable of every dunggeon in this game once or more often, and I can tell you right now that AC is a cakewalk. i can melee in ac 24/7 with a proper build. In higher level dungeons melee is plain bad, the best tactic is to go semi glass cannon with 5 ranged people because the trash mobs die just about instantly.
However, the level 80 dungeons(and twilight arbor..) aren’t about tactics, they’re mostly about personal skill(some bosses do ridiclous aoe, everywhere, dodging is integral). And the first time, i enjoyed doing them, but they’re so unrefined and so difficult + the reward you get really is quite low.. it feels not worth it. if you spend 2 hours completing 1 cruible of eternity route and get all your armor broke.. meh ( i can complete arah with breaking almost nothing, but crucible.. man it’s just crazy )
Am I the only one who has found dungeons exciting and fun? True I havent done the explorable modes but they are supposed to be the break neck hard modes of the game. They are for well co ordinated and focused groups looking for a serious challange. Storymode though Ive found mostly fine. Sure we have had wipes but its hardly been zerging or chain running from the last waypoint.
Or a twin axe warriors really OP?
What in particular are people finding hard and what is it that is killing people so much? That seems to be the issue. Is it an error in how we have been learning the game or is there a particular issue that makes the instance unbalanced.
You guys should really give some detailed feed back such as which mobs and which mechanics those mobs have which are making it too difficult.
Im not a big fan of a cross the board nerf since I dont really like the idea of dungeons in GW2 turning into the same mindless rushes we see in other MMOs.
People seem to want better rewards, nto an easier dungeon.
i think they are a tad too hard or at least the dmg to yourself is too much and so it becomes more annoying then enjoyable.
the amount of times you die and you have to repair your armour, is insane, having maybe cheaper repair rate in a dungeon or even a free full repair when you leave would be nice, because atm i dont want to run dungeons because the cost of repairs far outweighs the risk reward of it.
other then that i like the difficulty of it being harder then most.
but i like i said, atm its a thin line of being more annoying then enjoyable and some slight tweaking to it would be appreciated. preferably something without nerfing the difficulty.
I thought the dungeons were amazing-ly fun! ok, so the little item was crap and the end but the experience was great!!! It feels good to play a game not having to be on top of some “Meter” or you get kicked! also I love how all classes come together in some way or another and I cant fathom how any player cant see this… Again! so you get a junky item from story mode, “wah wah where are my uber loots” in my opinion go back to those games where you have to grind over and over and over for loot that will soon become obsolete anyway. For me that was undesirable as all players differ I suppose.
Anywho my 2 copper
Am I the only one who has found dungeons exciting and fun? True I havent done the explorable modes but they are supposed to be the break neck hard modes of the game. They are for well co ordinated and focused groups looking for a serious challange. Storymode though Ive found mostly fine. Sure we have had wipes but its hardly been zerging or chain running from the last waypoint.
Or a twin axe warriors really OP?
What in particular are people finding hard and what is it that is killing people so much? That seems to be the issue. Is it an error in how we have been learning the game or is there a particular issue that makes the instance unbalanced.
You guys should really give some detailed feed back such as which mobs and which mechanics those mobs have which are making it too difficult.
Im not a big fan of a cross the board nerf since I dont really like the idea of dungeons in GW2 turning into the same mindless rushes we see in other MMOs.
I missed this reply! I can’t agree with you more! I had and still having a blast with them. So nice to see it ACTUALLY take a bit skill to play games now!
Wasn’t Domain of Anguigh in gw1 in the beginning not also to hard to get and inpossible to compleat? Didn’t this kind of post also exsist in that time? And after time there was a build and guide to play it, but it had to discoverd first.
Commander Berelain sur Hoiya
Far Shiverpeaks
Personally i dont mind doing one dungeon 50 times to get ultimate reward and stand out as a player. BUT if Anet decided to make grind free game completly difrent from other MMOs why add that boring grind fest in the most fun PVE content such as Dungeons.
That being said i love how dungeons work, im that kinda player who likes to work hard for his stuff so i can apriciate them more. BUT it would be more fun to have 1 run nearly impossible to make for full set of armor then 50 boring easy runs.
I dont know why everyone consider huge hp mobs the “hard factor” So these dungeons are filled with random elite mobs with tons of hp that arent hard at all just need lots of time to kill.
I mean if u can survive guy for 5 min then u can proly survive him for 30. So instead of making huge HP mobs/bosses make them harder and more tricky.
80 lvl Norn Ranger
Seafarer’s Rest
I for one am having a blast in dungeons. I would not run explorables random, but with a group of coordinated good players they are really fun to play.
To the challenge add the fact that you won’t find a quick’n’easy runthrough guide for every boss in explorables yet, and that there is no i’ll-tell-you-when-to-click-what addons in this game.
If you like a challenge, that is simply an astounding concept.
If you just like pink shinies, you will be disappointed by a game that mainly rewards you with the experience of overcoming great challenges, and where gear is of mainly cosmetic value.
I personally don’t mind the dungeons being difficult, like they are now.
However, I don’t like how you have to do ~10 or so runs of explorer for each piece of the exotic armor when the dungeons themselves are often so long/hard that it takes hours to complete them, with little other gain. Sure, there’s the 25s you get upon completion, but in the longer ones you sometimes spend close to that in repairs anyway.
Also, some trash and bosses have ridiculously high amount of HP, while not being challenging at all. In HotW Explorer, for instance, in one of the paths there are these 2 huge lumbering beasts you have to kill that both count as 1 boss, each have so much HP you spend 10-15 min chipping away at them while they have some other mechanic to them that slows down your DPS while not having a snowballs chance in hell of actually killing you (one keeps spamming AoE fear while the other drops huge chilled fields all over).
I would rather have an end-boss with fairly high HP (~10 min worth of fighting) and mini-bosses with not so much HP (~5min worth of fighting), but with more danger of actually getting my character killed if I make a mistake.
I’m fairly sure if they just made the dungeons less of a snooze-fest and more fun, people would be perfectly happy with them (for the most part).
PS: Sure, there are a few explorer paths that can be farmed in 20-30 min runs, but those WILL get boring after 50+ runs, making it very grindy which from what I understood was not what ANET had in mind when making GW2.
EDIT: I’d just like to say that the most fun I’ve had in a dungeon so far in GW2 was in the Mursaat path of Explorable Arah. Although it took us a good 2 and a half hours to clear it, we had a lot of fun. However, the few tokens we got and a few silver hardly makes it worth running that dungeon again, when it takes that long to complete it.
Minister of Fear [80 Necromancer] @Far Shiverpeaks EU
(edited by SgtSarcasm.1653)
As SgtSarcasm said and proly lots of ppl will agree, we would rather have less hp mobs/bosses ( 5-10 min fight time ) but with severe danger and tricky abilitys then boring 30 min fight where mob/boss can’t do shi** to you.
80 lvl Norn Ranger
Seafarer’s Rest
In my oppinion:
Part of what makes the dungeons diffucult are largely players who cant or havent adapted to the new playstyle yet. Experience in other games ? Doesnt matter – this is another game you are playing! I guarantee you – in 1 month AC story will be considered EASY.
AC Story Mode gets really easy as soon as you get the hang of it. So easy in fact it gets boring.
The only thing i agree on is that most dungeons need tweating / debugging and the rewards in Explorer Mode seem a little bit lacking. But that is also part of what makes the coin rewards special, tho it likely takes a bit too long to get those (same as karma weaps). Furthermore .. do you really want 2-3 rares after every boss in EM?
Also from a design perspective:
WoW = progression of gear
Dark Souls = progression of character stats
GW2 = progression of skill
dont mix those up!
(edited by Seeker.1453)
I’ve been gaming since the early 90’s, I’ve played over 20 MMOs. The dungeons in GW2 are too hard for such little reward. Everyone I know has basically stopped playing that for that very reason.
Are there any plans to revamp, or take a look at the dungeons?
I would argue some (AC, the golem-boss in SE) are too hard, but they are very rewarding.
Not rewarding in the “ZOMG, full set of epix, shinies, awesome, loregasm”-sense, but rewarding in the “kitten YEAH, we did it!”-sense. They pull that off extremely well.
I’ve been gaming since the early 90’s, I’ve played over 20 MMOs. The dungeons in GW2 are too hard for such little reward. Everyone I know has basically stopped playing that for that very reason.
Are there any plans to revamp, or take a look at the dungeons?
I would argue some (AC, the golem-boss in SE) are too hard, but they are very rewarding.
Not rewarding in the “ZOMG, full set of epix, shinies, awesome, loregasm”-sense, but rewarding in the “kitten YEAH, we did it!”-sense. They pull that off extremely well.
You really feel that the “woah we did it!” feeling will make people play through that dungeon 50+ times for the dungeon skins?
Everyone I know has quit, or went to PVP. Majority would agree that dungeons are not fun as they stand, and are extremely unrewarding.
I was afraid of the cosmetic dungeon grind ever since they announced that’s where they were going with the end game. Many people do not like cosmetic grinds, usually only GW1 players want that. I got 50/50 and GWAMM in GW1, however I still prefer gear with stat upgrades AND good cosmetics when I complete hard dungeon.
Cosmetics by themselves are not enough to make me do a hard/fustrating dungeon 50+ times. I avoided the “elite” areas in GW1 because of this reason, as did many. It’s a pretty much universal feeling in my guild, every day less people sign on. After 100% map completion, the progression vanishes and there is no rewarding endgame.
(edited by Tyrindor.5049)
I’ve been gaming since the early 90’s, I’ve played over 20 MMOs. The dungeons in GW2 are too hard for such little reward. Everyone I know has basically stopped playing that for that very reason.
Are there any plans to revamp, or take a look at the dungeons?
I would argue some (AC, the golem-boss in SE) are too hard, but they are very rewarding.
Not rewarding in the “ZOMG, full set of epix, shinies, awesome, loregasm”-sense, but rewarding in the “kitten YEAH, we did it!”-sense. They pull that off extremely well.
You really feel that the “woah we did it!” feeling will make people play through that dungeon 50+ times for the dungeon skins?
Everyone I know has quit, or went to PVP. Majority would agree that dungeons are not fun as they stand, and are extremely unrewarding.
I was afraid of the cosmetic dungeon grind ever since they announced that’s where they were going with the end game. Many people do not like cosmetic grinds, usually only GW1 players want that. I got 50/50 and GWAMM in GW1, however I still prefer gear with stat upgrades AND good cosmetics when I complete hard dungeon.
Cosmetics by themselves are not enough to make me do a hard/fustrating dungeon 50+ times. I avoided the “elite” areas in GW1 because of this reason, as did many. It’s a pretty much universal feeling in my guild, every day less people sign on. After 100% map completion, the progression vanishes and there is no rewarding endgame.
And on the contrary, none of my many friends have quit and today they complain that I don’t do dungeons with them.
I do have a friend who absolutely dreads dungeons though, but probably only due the 3 hours it took us to do Sorrow’s Embrace.
(edited by Alistair.9324)
I’ve been gaming since the early 90’s, I’ve played over 20 MMOs. The dungeons in GW2 are too hard for such little reward. Everyone I know has basically stopped playing that for that very reason.
Are there any plans to revamp, or take a look at the dungeons?
I would argue some (AC, the golem-boss in SE) are too hard, but they are very rewarding.
Not rewarding in the “ZOMG, full set of epix, shinies, awesome, loregasm”-sense, but rewarding in the “kitten YEAH, we did it!”-sense. They pull that off extremely well.
You really feel that the “woah we did it!” feeling will make people play through that dungeon 50+ times for the dungeon skins?
Everyone I know has quit, or went to PVP. Majority would agree that dungeons are not fun as they stand, and are extremely unrewarding.
I was afraid of the cosmetic dungeon grind ever since they announced that’s where they were going with the end game. Many people do not like cosmetic grinds, usually only GW1 players want that. I got 50/50 and GWAMM in GW1, however I still prefer gear with stat upgrades AND good cosmetics when I complete hard dungeon.
Cosmetics by themselves are not enough to make me do a hard/fustrating dungeon 50+ times. I avoided the “elite” areas in GW1 because of this reason, as did many. It’s a pretty much universal feeling in my guild, every day less people sign on. After 100% map completion, the progression vanishes and there is no rewarding endgame.
And on the contrary, none of my many friends have quit and today they complain that I don’t do dungeons with them.
Wait until they’ve done each dungeon half a dozen times, got 0 upgrades from any of them because it’s way easy to craft max stat gear, and then still not even 10% of the way to getting a cosmetic dungeon set.
They are probably still excited because there’s many dungeons they’ve never been too. When they realize they’ve seen everything and need to grind the same dungeon 50+ times just for a better looking armor set, I bet that changes.
i seriously have no idea why people complains so much about dungeons, or gold..
Gold in GW2 is dirt easy to get.. waaay too easy i’d say..
i know people that has over 100g already.. and othes that are about to buy the Commander thing on their own..
Mayb you guys just don’t know/care about finding the tricks on the dungeons.. dungeon run farming? etc?.. ther’s a lv75 dungeon that u can finish in 10mins and u get at 25s +135k exp at the end.. without counting drops + inside quest that gives a little more..
i’v barely done any dungeons.. but in my whole time i’v never droped one because we got killed or anything..
i did Ascalon once for story time.. flawless run.. with just random pick up group… 2 mesmers and 3 mage.. lol
Did Cadecus Manner, same thing, flawless, pick up group.. it was like 1 ranger, 2 guardians, 1 mesmer and 1 mage.. or something like that..
and on another note.. i’v played games with dungeons far harder than this.. that it would take a whole week of wiping and retrying over and over again to figure it out and clear it succesfully…
they were so hard.. that the company held contests of the first groups to finish it and it would usually take from 3 days to 1 week for anybody to actually complete it..
and it was groups of people using Teamspeak and stuff.. not PUG like i do here.. lol
GW2 Dungeons need to be harder.. i can’t imaging how easy they would be if i actually had my old group of friends with me playing.. lol
Some people here seem to be determined that all is well and nothing should be changed.
I hope you have it your way. Maybe we all whiners are just sucky players who cant figure out the meaning of evade key. It seems to be the power key wich you press to own the instance. Mine must be broken.
I press my evade key but still get hit by large aoe wave of normal add. Id use my evade second time in row but i had to evade already a basic attack wich would have killed me in melee range. No i cant stand behind i seem to have aggro. It takes about 5sec to evade again or so. In that time add hits me almost twice. Well im dead. Lets see im in AC im lvl 74 and have mix gear of 65 – 70. Im adjusted to lvl 35 or so. Im dieing here alot. Its the first instance of the game and story mode. Gear i get after 50 runs is jsut cosmetic and i dont even want it. I just want the story and complete the instance. Our pug group couldnt do it yet again. We kept reviving each other. Tried do single pulls but it just always didnt work.
I think first dungeon of the game should be one that introduces you to them. Not a brickwall to bang your head against. Some of you like that. No problem.
Oh yea and 3 hour dungeons? So raids will be 6-9 hours then? And harder than explorables?
Better get rid of that brickwall and change it to steel one.
The dungeons are easy if you know what you are doing
i seriously have no idea why people complains so much about dungeons, or gold..
Gold in GW2 is dirt easy to get.. waaay too easy i’d say..
i know people that has over 100g already.. and othes that are about to buy the Commander thing on their own..Mayb you guys just don’t know/care about finding the tricks on the dungeons.. dungeon run farming? etc?.. ther’s a lv75 dungeon that u can finish in 10mins and u get at 25s +135k exp at the end.. without counting drops + inside quest that gives a little more..
i’v barely done any dungeons.. but in my whole time i’v never droped one because we got killed or anything..
i did Ascalon once for story time.. flawless run.. with just random pick up group… 2 mesmers and 3 mage.. lol
Did Cadecus Manner, same thing, flawless, pick up group.. it was like 1 ranger, 2 guardians, 1 mesmer and 1 mage.. or something like that..
and on another note.. i’v played games with dungeons far harder than this.. that it would take a whole week of wiping and retrying over and over again to figure it out and clear it succesfully…
they were so hard.. that the company held contests of the first groups to finish it and it would usually take from 3 days to 1 week for anybody to actually complete it..
and it was groups of people using Teamspeak and stuff.. not PUG like i do here.. lolGW2 Dungeons need to be harder.. i can’t imaging how easy they would be if i actually had my old group of friends with me playing.. lol
Smells like troll. Or maybe you care to elaborate for us literally thousands who are broke, how the kitten you achive over 600$ worth of gold easily? 600 might be off a bit it might be much more i havent checked the conversion rate lately.
Dungeons are the pinnacle of PvE in this game. They are meant to be hard. You have to knuckle down and perform. You have to build a proper spec and have a good mixture of stats to help survivability. If they are too hard either learn to beat them, or play a different part of the game.
Should there be a mode which requires intimate knowledge of all the games systems, razor fast reactions and a highly coordinated team that has planned its build in advance? Sure why not seems like a good thing and gives people who have a lot of experience something to do. Throw in some non-essential rewards and cut price repairs though to make it feel worthwhile.
Should that be the ONLY group content in the game?
Of course not.
The dungeons are easy if you know what you are doing
Well thers no guides, tips or anything in first instances for starting players. Should we change the GW2 Commercial so it says EXPERIENCED PLAYERS ONLY GAME. NOT FOR GAMERS LOOKING FOR NEW OR STARTING PLAYERS.
Ofcourse we see the enemy aoe areas and big skill charges. All else then is blank and usually hard if impossible to predict. Expect traps, those are easy.
Dungeons are the pinnacle of PvE in this game. They are meant to be hard. You have to knuckle down and perform. You have to build a proper spec and have a good mixture of stats to help survivability. If they are too hard either learn to beat them, or play a different part of the game.
Shortly you mean: No flexible classes anymore. Just survival builds.
No thanks.
Should there be a mode which requires intimate knowledge of all the games systems, razor fast reactions and a highly coordinated team that has planned its build in advance? Sure why not seems like a good thing and gives people who have a lot of experience something to do. Throw in some non-essential rewards and cut price repairs though to make it feel worthwhile.
Should that be the ONLY group content in the game?
Of course not.
Exactly!
And isnt this why raids are done?
So normal people whitout superb teams cannot complete dungeons, is that how its ment to be? I dont think so.
Dungeons start being ok as soon as guys STOP thinking their 20 year experience does help you at all in GW2.
This system requires a good teamwork, tactics and stuff.
Something that most MMOs are heavily lacking due to heaving one part removed by the tank/heal/dd groups.
no no and no, its just no rewarded.
Smells like troll. Or maybe you care to elaborate for us literally thousands who are broke, how the kitten you achive over 600$ worth of gold easily? 600 might be off a bit it might be much more i havent checked the conversion rate lately.
i think i said it already.. but guess u didnt read it..
Run 10~15mins Dungeon > Make 25s + drops > sell green and lower drops to npc > profit ~35s + mats drops + possible Sigil/Rune drops + possible Yellow (more expensive drops).. for a 10~15mins run..
repeat, repeat, repeat… be rich in no time..
i made around 3g profit (discounting repairs) in like 1~1.5 hr.. and it was my first time doing the dungeon.. did like 5 runs.. got near 3lvls.. and all the gold and extra loot/mats.. also got a yellow ring that was bound.. so is gear for me.. and some sigils and rune to fuse in the Mystic forge for possibly more profit..
if u commit to farming it.. u can get all that gold in no time.. lol
inb4 they prolly nerf that dungeon and make it harder or less profitable..
Should there be a mode which requires intimate knowledge of all the games systems, razor fast reactions and a highly coordinated team that has planned its build in advance? Sure why not seems like a good thing and gives people who have a lot of experience something to do. Throw in some non-essential rewards and cut price repairs though to make it feel worthwhile.
Should that be the ONLY group content in the game?
Of course not.
And.. that’s not the only group content in the game.. in face.. i have never went to a dungeon with full group of friends.. i have only 1 friend that i go to most dungeons with.. and the rest is always random players..
And.. that’s not the only group content in the game.. in face.. i have never went to a dungeon with full group of friends.. i have only 1 friend that i go to most dungeons with.. and the rest is always random players..but i guess im lucky and i always get people that can actually comprehend how to run the dungeons and what to do..
And.. that’s not the only group content in the game.. in face.. i have never went to a dungeon with full group of friends.. i have only 1 friend that i go to most dungeons with.. and the rest is always random players..but i guess im lucky and i always get people that can actually comprehend how to run the dungeons and what to do..Also, Dungeons is not all there is in the game.. if u dont like challenging stuff.. go do some more dynamic events.. lol
I’ve done AC all modes and CM story and explore mode too. Story modes were challenging and enjoyable, but exploration modes were not so funny. We made it with some efforts, some spots are easier others are very hard ones. But there are things that are annoying, like bosses give you 1 hit, here it goes downed state. 1 hit? serious? or you go to a chest and it gives 2 blue items for other classes or lower lvls items. And some people come here to say, get to 80 and come back for explore mode! wtf?!?! If its a lvl 35 dg why should I get 80 to come back? I just cant accept that Anet designed it this way… there must be something missing here…And, there are people here talking about story modes and exploration modes, I think the point is the explore mode that needs some review, at least in its rewards.
Smells like troll. Or maybe you care to elaborate for us literally thousands who are broke, how the kitten you achive over 600$ worth of gold easily? 600 might be off a bit it might be much more i havent checked the conversion rate lately.
i think i said it already.. but guess u didnt read it..
Run 10~15mins Dungeon > Make 25s + drops > sell green and lower drops to npc > profit ~35s + mats drops + possible Sigil/Rune drops + possible Yellow (more expensive drops).. for a 10~15mins run..
repeat, repeat, repeat… be rich in no time..
i made around 3g profit (discounting repairs) in like 1~1.5 hr.. and it was my first time doing the dungeon.. did like 5 runs.. got near 3lvls.. and all the gold and extra loot/mats.. also got a yellow ring that was bound.. so is gear for me.. and some sigils and rune to fuse in the Mystic forge for possibly more profit..if u commit to farming it.. u can get all that gold in no time.. lol
inb4 they prolly nerf that dungeon and make it harder or less profitable..
Well seems legit in about 30hours i can stop my realife work and just sell GW2 gold (joke). So wich dungeon maybe you are refering to ? I quess i should go farm on it right now as it seems to be only dungeon worth of doing ingame! And if its not taking hours even better i wont get late from dinner either.
i can’t imaging how easy they would be if i actually had my old group of friends with me playing.. lol
The fact is: you don’t have your old group of friends with you in GW2.
So it isn’t easy. It’s just your imagination.
And sure as hell, I don’t have your old group of friends with me either.
In fact, I don’t even know your friends.
I’m gonna do StoryMode dungeons in GW2 with my own friends. Who are not all the best playars-evar. And there’s only 4 of us, so we need a 5th pug-player. Or I can play in a full pug. Not with your elite friends.
I care less how hard they make ExplorationMode dungeons. That is of later concern. I agree they shouldn’t be easy. Maybe the rewards aren’t good, I can’t say.
But StoryMode dungeons ? Requiring “your old group of elite friends” to finish ? Or requiring “the same attitude as progression raids” ? Requiring perfect builds, balanced group composition ? It’s StoryMode …..
I agree, although I like the challenge that its not face rolling through dungeons I find these are ridiculously difficult. Some of the issues I have seen and reported as bugs:
1. The AI MOB that focus on a target seems to NEVER give up on that target. Someone gets focused and after rezing or running back gets continuously one shot. Really gota have the program switch to a new target after killing something.
2. The damage they put out is just plane not fun. There are no tanks and really no healing, in CM I have about 5k health LVL 60 and I get hit for 5.1 K???? Not fun at all. Let us take 2 or 3 hits so I can have the opportunity to roll, heal, move, get support.
3. The rewards?? Are awful, nuff said. Why bother. If I am going to spend 1-3 hours in these and leave with nothing then why bother.
4. Its too chaotic the trash, everyone seems to die 2, 3……….5 times to clear some pulls?? Is this fun? There is no strategy other than run, roll hit what you can run back repeat?
5. My attacks get obstructed by a very small fixture on a table, the MOBs I fight shoot me through walls? Its an unbalanced fight as it is and I cant even get LOS and be safe?
There is A LOT I like about this game but the instance are not one in fact its the worst part. It makes me wonder if at 89 I will be looking again for a new game.
Ruin on Desolation
Agree. If it’s supposed to be this hard, then the rewards are WAY out of whack. I’d rather go chase down karma or farm crap to sell than this.
The time, the repair cost, the totally crap item drops, the few tokens against ONE piece of gear after 7 successful runs……… no thanks
You got a lot of things right in GW2 – the risk/reward of dungeons isn’t one of them though. At least for me.
This game and its dungeons require a different kind of thought process than MMOs before it, the movements aren’t so scripted that you can do the “side step this fire 30 seconds into the fight when standing on X, make sure you’re at Y at 35 seconds because of Y boss/add ability, stay at Y for 10 seconds until you see their head rear back, then move to Z. Those are the phases, rinse and repeat.” type of fight strategy. I’ve been in a few groups running Story and Explorer modes and I can honestly say that, despite the repair bill, I enjoyed every minute of them. The add/boss AoE is fairly random and taking a hit is a big deal that adds the appropriate amount of stress for you to say “NOPE!” and remember the “tell” for the next time that particular swing comes your way.
I think of it like this: Every profession in this game can off-heal, off-tank, and DPS reasonably well, with some professions doing it a bit better than others as a baseline. That means that your group strategy needs to account for the abilities of the individuals in the group; sometimes that clothie is gonna have to take a few hits while the guardian/ranger/thief/etc gets certain abilities off of cool down and can move back into soaking the damage while the rest of the group moves into a better position to provide support/damage/etc. You actually have to play as a team rather than rely on a decent healer and tank to carry everything while the DPS can just stand in the fire/traps/direct line of attack.
Situational Awareness, you have to have it in this game. If you want to do the “stay out of the scripted fire dance”, I hear WoW added Kung-Fu Panda to the game.
Yes that’s true, it’s different. But perhaps it’s too different for the majority of players to accept.
You can stand there and say “you suck” all you like… which you are implying… enjoy being the last one standing.
The simple fact that you’re allowed to res and run back in is ridiculous to me. It shows laziness on the part of the encounter designers to BALANCE the risk and rewards. Implement LIMITS on time / resources / anything and make a real challenge; not one that very few can succeed at without enormous expense of gold or time.
Completely random aggro that makes dodging pointless because 2 dodges won’t get you out of the damage and the damage is so HIGH that you’re down AND dead… Really?! LOL is all I can say. Go learn situational combat from Tera, they knew how to do it – wait for it – and make it FUN.
Completely random aggro that makes dodging pointless because 2 dodges won’t get you out of the damage and the damage is so HIGH that you’re down AND dead…
Ruin on Desolation
i can’t imaging how easy they would be if i actually had my old group of friends with me playing.. lol
The fact is: you don’t have your old group of friends with you in GW2.
So it isn’t easy. It’s just your imagination.And sure as hell, I don’t have your old group of friends with me either.
In fact, I don’t even know your friends.
I’m gonna do StoryMode dungeons in GW2 with my own friends. Who are not all the best playars-evar. And there’s only 4 of us, so we need a 5th pug-player. Or I can play in a full pug. Not with your elite friends.I care less how hard they make ExplorationMode dungeons. That is of later concern. I agree they shouldn’t be easy. Maybe the rewards aren’t good, I can’t say.
But StoryMode dungeons ? Requiring “your old group of elite friends” to finish ? Or requiring “the same attitude as progression raids” ? Requiring perfect builds, balanced group composition ? It’s StoryMode …..
u dont need any kind of elite players… didnt i just said i’v done all my dungeons with PUGs? i only have 1 friend that i take to dungeons and stuff.. the rest is all randoms… and i havent wipe on story mode dungeons..
and the groups werent the most balanced ever.. 1 time it was 2 mesmers and 3 elementalists… no Warrior for tanking.. no guardian for healing.. etc etc etc..
These are the hardest dungeons since EQ1. Not exactly for the same reasons, but it’s a refreshing experience compared to the dumbing down MMOs have done over the years. AC Storymode was a rude awakening the first time I did it with multiple deaths and zerging of the Lovers, but after learning the fights and changing my build to not be a glass cannon (as did the friends I played with), the next night we went through without wiping once.
I hate to say this, I really do, but here goes nothing.
Anyone who holds to the thought that the current state of the dungeons is a good thing for the vast majority of the current GW2 audience is flat out completely wrong. Sorry, you just are.
Here’s why.
1. People play dungeons for the rewards. If they suck, people will hate.
2. People don’t have all the time in the world to put in 2-3 hours for a 4 boss dungeon.
3. Current dungeon gameplay is so drastically different from non dungeon pve that it feels completely disjointed from the world.
4. Inconsistent. Trash pulls are harder than Boss. Level 40 dungeons easier than level 30.
5. Wiping time and time again will discourage further play.
The above statements are true for about oh, I say, 80% of the people who play.
There is a lot that is wrong with the dungeons right now. There is a lot that is right as well. The reason the dungeon issue is so glaring is because everything else is so polished and honed. Dungeons feel…well crappy.
Bar minimum, if nothing else is done, rewards need to be increased. I don’t mind a challenge, but at least reward me for my time. Kill a champion, get a white. Really?!
The current dungeon set up is horrible because probably the hardest dungeon in the entire game, AC story mode, is the very first dungeon people run into.
All non end game dungeons (any dungeons where you are downlevelled to something other than 80) need to not be a horrific shock to people stepping foot into them for the first time. This primarily has to do with story mode, of course.
You shouldn’t be comparing AC story mode to something like molten core, you should be comparing it to, say, the scarlet monastary or something.
I can’t get people in my guild to do explorable dungeons at all, there just not interested after getting killed over and over again in story modes for little to no reward.
If I say anyone up for a dungeon, guild chat/team speak goes silent.
That in itself is a bad thing for the longevity of the game, people should want to do dungeons, they should feel like they gain something from doing them. IF there’s no incentive to do dungeons, people won’t bother.
I reckon one of things that should be done to incentivise dungeons is maybe have Glob of Ectoplasm drop from the final boss of a dungeon for level 70’s and upwards.
As many will know Glob of Ectoplasm are used by all 400 skill recipes in the game and currently only come from salvaging level 70+ yellow items.
So, after completing my first run-through of AC, I can kind of see what the fuss is all about. It was a bit of a slog the entire way through, and I personally didn’t get much reward in the way of gear (I was level 45 at the time so maybe that’s why).
I can see why everyone is knee-jerk reacting to it. It is a bit of a bit of a difficulty wall. My thoughts are that the difficultly shouldn’t be lowered, but steps should be taken to ease the transition from the random happy-slapping of normal play and the tactical synergy needed in dungeons.
Perhaps a more thorough explanation of some of the games finer mechanics should be given whilst in-game. ANet were peddling the fact that this game is different from the normal MMO from Day 1, the responsibility that comes with that is that they should make more of an effort within the game to educate players about systems they may never have seen before. Using combos as an example, the only thing the tips say about it is “do a finisher through a field to do a combo”, but doesn’t give any information on what fields and finishers give what effects. Something as simple as a table on the Hero page that fills up as and when you discover different combos would do this well, it means you have a reference in game to plan things with your team.
Long story short: it’s not the difficulty that’s the problem, it’s the difficulty CURVE. More needs to be done in-game to educate people about it’s finer mechanics.
My idea would be this: have a new first dungeon before AC, and have it entirely as a tutorial about fighting in a group. Have NPCs tell and demonstrate, etc. etc. That way, people new to the game can actually have some knowledge rather than go into AC with none and get rolled to high heaven.
I thought the dungeons were amazing-ly fun! ok, so the little item was crap and the end but the experience was great!!! It feels good to play a game not having to be on top of some “Meter” or you get kicked! also I love how all classes come together in some way or another and I cant fathom how any player cant see this… Again! so you get a junky item from story mode, “wah wah where are my uber loots” in my opinion go back to those games where you have to grind over and over and over for loot that will soon become obsolete anyway. For me that was undesirable as all players differ I suppose.
Anywho my 2 copper
HUH? You have to grind over and over the dungeons in this game just to get the “prestige” armor with the best stats.
I’ve been gaming since the early 90’s, I’ve played over 20 MMOs. The dungeons in GW2 are too hard for such little reward. Everyone I know has basically stopped playing that for that very reason.
Are there any plans to revamp, or take a look at the dungeons?
I would argue some (AC, the golem-boss in SE) are too hard, but they are very rewarding.
Not rewarding in the “ZOMG, full set of epix, shinies, awesome, loregasm”-sense, but rewarding in the “kitten YEAH, we did it!”-sense. They pull that off extremely well.
See that isn’t really rewarding to some/most of us. That to me is a verrry short term reward, maybe 5-10 minutes at most, whereas at least gear/shinies can last a lot longer. The amount of aggravation and frustration (and time commitment) it sounds like I’ll have to go through will never be overcome by the rewards currently.
Please give us a keyring…
(edited by skullmount.1758)
well, personally i am loving the difficulty of the dungeons. ya, the first time through explorable mode was long and really costly w/ the repair bill, but each time after that the runs have gone fairly quickly and smoothly. once we (my guild and i) learned that you really need to be constantly watching the mob animations to time your dodges, it got a lot easier for us.
we have only run explorable modes in AC and CM so far, all 3 wings in AC and 2 in CM, so admittedly there is plenty that i havent seen yet. my only real gripe is that we have only found one wing in each dungeon that we can count on to not bug out on us at the end. all bosses get cleared, in order, and we still dont get credit for finishing the wing, so that’s kind of annoying. all of our token counts would definitely be higher if not for these instances constantly bugging. due to that, i’d like to see the token counts increase a bit (or fix the instances i guess).
i see people complaining about the lack of good rewards from chests, but i can say that in our guild runs, we have almost always gotten at least one yellow piece out of each chest (not always something that person can use, but usually someone in the group can use it).
Agreed. Dungeons are my only major complaint in GW2.
Fort Aspenwood
The Ancient Order [TAO]
I haven’ t done much yet, but the little bit I have, I’ve really enjoyed. They don’t work like previous MMOs, which is great. Everyone is accountable for their own survival and if you coordinate and put conditions on mobs, you will be successful. I do not miss the days when the tank/healer carried everyone through the instance. I think people will eventually figure it out. The current system rewards teamwork and communication.
Defeating a challenge is the reward. I really don’t want there to be a carrot. Then it becomes like other MMOs where everyone wants to run through as quickly as possible to get their reward.
I like the system where you do it because you want to do it and enjoy it. There are so many other things to do in this game; play what you want/enjoy. My understanding is, the game is not about collecting loot/rewards. You don’t need better gear to clear the next tier of content, so why do you need a “reward” at the end of a dungeon?
Friends I managed to get into GW2… three.
Friends quitting GW2 due to bugs, server issues, class imbalances, TP being down etc… none.
Friends quitting GW2 due to dungeons being tookittenhard and totally unrewarding… three.
I love this game and I’ve been mad about it since the first announcement but I want to be able to do dungeons and actually have FUN while playing! I roll a Shout Heal Warrior with fully (tanky/heal and level 80) stats and still get 2-3 shotted by mobs, traps, bosses etc. Thats actually GREAT compared to other classes, I’ve seen Ele’s one shotted by ranged attacks so often it doesn’t even surprise me anymore.
I did CM Explorable earlier (Butler Route) and after selling all the RUBBISH loot I was still 1g 25s down due to repairs. “Hey look a boss with a shotgun.” Thirteen deaths later after constant knock-downs that I can’t do anything about… “WTF!!! THIS IS STUPID!” /suicide.
Finally got to the end boss and all I got was some dungeon tokens… /GW2Quit. Honestly I’m considering taking a couple months off GW2 and hoping that they do something… anything about this.
Please Anet do not make these dungeons easier. What many forget here, is that these 5 man explorable is JUST LIKE the raid content of other games. Everyone isnt supposed to do them.
So far I have completed all but 2 explorable paths and in my opinion they need to be harder. Nothing in those paths are hard except knowing when to dodge and when to attack.
All of you casuals screamed for years in WoW saying it wasn’t fair raiders get better gear to raid and most top raiders said we don’t do it for the gear and you laughed. Well heres your proof. We are doing the content for 0 power upgrades and having a blast.
Call me elitist or whatever. The fact is, these explore modes are for the raid oriented people in the MMo community. Anet should leave them as is. The rest of you have the whole rest of the game.