I’ve been looking over a lot of the posts in this forum and I think that many of you are missing the point of the complaints posed on this forum.
While it is the opinion of many that dungeons are too difficult, this — to many of us — is just a side issue. In fact, I don’t actually think that the dungeons are too difficult. And yet, many of the most common replies are some version of the same tired L2P variety.
Many of us who are frustrated are not looking for advice about how to survive or how to see what bosses are doing or how to not die. We survive just fine and have finished these dungeons same as you have. The point is that dungeons as the currently stand are NOT FUN.
They aren’t un-enjoyable because my repair bills are too high and they aren’t un-enjoyable because I can’t finish them. Honestly, for me they aren’t even un-enjoyable because the rewards are too low. They are un-enjoyable because so many of the components that make for great group play are missing. They are NOT FUN.
For example — One of the best thing about PUG dungeoning in my past MMO experiences was that each character in some sense knew when they had been helped, were helping, or had fulfilled a crucial part of a task required. And in some sense this could even go without saying – though frequently these things are commented on by players since it is so easy to notice. Of course the most obvious cases of this are traditional tanking or healing situations where a healer does particularly well in a rough situation or a tank makes well coordinated grab of some stray adds or even when a DPS’er observantly burns down some stray adds that are on a healer.
That said, I’m not a wow player and not a particularly big fan of the holy trinity. I was excited by the prospect of GW2 and the breaking down of these fixed roles. But I did expect that what I’d see was a more sophisticated version of roles that included possibilities for control, protection, stealth, and some interesting combinations I had never even considered before.
Instead what we now have is a situation where basically everyone’s role is exactly the same. Dodge, evade, stay alive, revive whenever you can, and otherwise pile on the boss preferably from range. And most importantly, understand the cheesy fight mechanic in order to beat the cheesy boss. Even if you try to build a support based class, you can’t do much about bosses that 1-shot players and even if you try to build a tanky or control based class you simply cannot weather the damage you will be faced with. Mitigation and heals are absolutely so far away from the power of evasion that they are permanently relegated to an almost vanity feature of characters. Damage is similarly treated since basically everything in dungeons has 54656735962569365346 health and you can’t beat even the smallest add by trying to just burn it down.
Psychologists have long understood the effects of selective perception and the ways in which maintaining focus on a task can blind us nearby and concurrent events. This ‘invisible gorilla’ effect is pretty common in my experience of GW2 dungeons so far. I’m so busy running around dodging out of various 1-shot effects that I lose all sense that I am even on a team except for the fact that sometimes they are getting shot at instead of me.