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The problem is that there are players who feel the time investment for these dungeons is not good. It’s not about blaming the game, and the thing I consistently see ignored by the “nope dungeons are totally ok, it’s all your fault” camp is when the people who have issues with the dungeons readily admit the dungeons become much simpler upon completion.
So the issue isn’t that the dungeons require strategizing, coordination, teamwork, or quick thinking. Players are ok with these. What isn’t ok is that, for what appears to be a significant pool of players, is the time it takes to get all these variables under control is not consistent with dungeon rewards nor does it provide an enjoyable atmosphere. Look at the thread about Arah, and people saying “yup took us 6 hours to complete Dwayna path.”
Six hours? Are you kidding me? That is absurd, and it’s not the first place I’ve seen the comment that Arah is insanely long. It would be different if this were, say, a raid instance like WoW or Rift that you complete over several days. Six hours, for me, is literally my entire evening after work. Assuming I don’t get up to eat or do some chores, I would have to dedicate the entire night to a single dungeon.
When I talk about players being “locked out” of content, this is what I mean. I simply don’t have the time to spend that much of a day inside a single instance. Nor do I want to. Now you couple the length with the fact that the trash monsters cause the dungeons to drag. Then consider that the mechanics are not immediately obvious to players who don’t have entire nights to dedicate to this stuff.
For my money, here’s what I think the best route to addressing the dungeons is:
- Cut the health and damage of trash packs.
- Make the modifiers clearer. For example, in AC Ghosteater, the graveling scavengers have the modifier “Leap” which is the same modifier that other monsters out in the world have. Except that the scavenger leap is actually an attack that pins someone to the ground and deals a massive chunk of damage. Or the summoned spiders by the second champion in Twilight Arbor, they have a “Poison” tag, but they don’t apply poison on melee hit like every other monster in the game with a Poison modifier. (Poor wording is an issue across the game, though, and you can see it in things like traits.)
- Take one of the boss mechanics a boss uses and attach a watered-down version to trash monsters, maybe two or three tops, before that boss. In this way, players can still learn strategies and coordination and mechanics, but it becomes more intuitive. A lot of these mechanics or abilities are seen nowhere else in the game, and the game doesn’t do much to teach them to you.
- Scale up the trash models by maybe 50% of player models, and scale boss models up by maybe 100%. Not everything needs to be the size of the first golem boss in CM Story, but some of the trash/boss models are so small that the animation tells get easily lost behind the player effects, monster effects, particle effects, melee characters, other monsters in the pack, or general things going on in the environment like enemy necromancer wells. Minor scaling modifications will help these be more visible, which will alleviate a lot of the (incorrect) concerns that bosses or trash monsters can one-shot people.
I’m all for letting these dungeons be challenging, but they have some Dark Souls caliber tuning issues right now. To me, the difficulty feels artificially jacked up instead of an honest challenge.
(edited by Roctod.7290)