Here’s the thing, I know that you dodge when you see the troll in AC jump and before the ground oscillates towards you, but if he is behind one of the many walls in AC you don’t get much of a chance to see him jump. I know dungeons are suppose to be dank dark refuges of the most evil creatures imaginable, but to make most areas have blind spots is bad design. Add to this difficulty the low ceilings in many dungeon areas and constant particle effects on bosses, makes it difficult at best to see many animations and enclosed areas become death traps. If it was possible to pull all bosses into a larger area for defeating them it would still be hard to see many of the animations needed to determine when you should dodge.
I realize that many players will give me the L2P spiel about how they can do the content in their sleep and GW2 is already carebear land, but afaik GW2 was advertised as a casual friendly game designed to suit all play styles and in this case they have failed.
Don’t get me wrong, I love it when the “tells” are well choreographed so as to give the players time to dodge, kite and/or decide what, if any, actions to take and all in all the dungeons can and are fun. But as a suggestion for dungeons PLEASE ANet if you read this make the “tells” for when to dodge easier to see maybe add a red circles to show when to dodge attacks to those creatures that only have an animation that are quite hard to see.
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