Over all I’ve had a great time in GW2 and in it’s dungeons. I thought I’d try to offer some constructive feedback.
Things that I’ve like about dungeons:
The feeling of completing a path for the first time. It feels like I accomplished something.
The loot drop rates in HotW and the money from AC bosses. I’m always up for any path of these two even if I don’t need the tokens.
Unique mechanics. I absolutely adored the final “fight” in CoF story mode. That was really great. We all had a good laugh figuring it out. Easily my favorite dungeon moment. I’m also partial to using the spike traps with Deatha and the rocket reflectors in CM.
Naked moments such as the boulders in CoF and lasers in CoE.
Finding two hidden rooms in AC.
Things I haven’t liked about dungeons:
It was hard to find groups for story modes on later half of the dungeons. CoF, CoE, HotW were really hard to find. Still looking for groups will to try certain notorious explore mode paths.
I can only see how strong a mob is by clicking and targeting them. In a messy fight it’s hard to tell how many bronze, silver and golds are up. I don’t like when trash mobs and silver mobs use the same models.
DPS/composition checks at the end of paths. If you are going you are going to make a fight rely on a ton of DPS make it the first boss. Don’t let us get to the end before realizing we didn’t bring enough straight DPS or a class with certain skills. If we need poison to beat the Effigy in CoF path 1 let us know that up front so we can bring it in with us… Or better provide some sort of mechanic that allows us to apply it.
The words, “bonus event” cause an audible sigh on our VoIP. They don’t feel like bonuses. They feel like penalties.
I don’t like when there are parts that absolutely require 5 people. I don’t mind soft limits on how many people you need but dislike when I have to sync the lighting of 5 torches or the turning off of 5 security systems, or standing in 4 braziers while one person breaks the door lock thing. Those are hard barriers to how many people are required. If someone takes a break or leaves we are required to wait or replace them to continue no matter how good the remaining 4 are.
I don’t like kite/dying as a strategy to win events. Magg blowing up the door has caused silly things to happen in my PUG groups and it’s not fun. There are events in AC that are very similar (protect someone or something) but no one does that kite train there.
I don’t like how far back some waypoints can be. It can make falling off an edge make you feel like a burden on the team. Couple this with a maze like dungeon (people get seriously lost in CM all the time) or respawning mobs and using waypoints becomes un-fun.
AOE circles don’t reflect how threatening things are. If I see a red circle I don’t know if I should dodge. It might one shot me it might just be a scratch but I can’t tell by the circle. This is a big issue in story mode because you’re new and don’t know the fights. Also an issue in messy fights since you might have painful and painless circles on the ground at the same time. It’s also an issue in WvW.
Weak NPCs… is Logan really a Purple class NPC? He doesn’t seem like it at all. I also feel like that hound in CM should be sent to stop what ever elder dragon shows up next as it’s way stronger than 5 of Tyria’s best. It just feels a bit game breaking to have a hound be that strong or a member of destiny’s edge that weak. I’m not suggesting you nerf the hound but maybe give him a back story as to why he’s that strong. Potion? radiation? something?
Hidden rooms in AC not having at least a little chest or something in them. Though, I do love the turkeys.