Mob HP does not make a fun dungeon.
I totally agree. WE are spending more time killing mobs than we are killing the bosses, that in itself seems wrong.
As I have stated, these mob healthpools are prolonging a dungeon run from being time effective to being a drag. More time spent does not necessarily mean the dungeon is truly harder. Given the large token cost to the cosmetics set, this starts to feel like an extreme grind.
They need to stop increasing mob HP and actually make them hard. Add like 6-7 different mechanics PER FIGHT, the players can handle it and you can still make it interesting without making the fights drag on for 20+ minutes. The dungeons should be about finding the right strategy not corpse running and face grinding
Edit: With what I saw with the game while leveling i expected the mobs in the dungeons to be filled with abilities and having to know what to do against those. Most honestly have 1 or 2, they hit hard and they have alot of HP. That isnt fun
(edited by idesofendeth.9547)
The true difficulty in GW2’s dungeons are personal endurance and sanity.
Seriously ArenaNet, artificial difficulty ( or boredom for that matter ) by increasing mob’s hp is the worst choice possible. Make combat harder by making it more deadly, a mistake should be able to make you lose and corpse running should not be possible. In exchange mobs also shouldn’t have insane health. A bit like GW1’s instances, where you perfected the way it should be done. Why change a winning formula to a generic one?
i disagree. mobs should have more health. instances are way too fast and scrubby casuals are now completing them.
Please go back to WoW, kulle.