Problems I see with GW2 dungeons

Problems I see with GW2 dungeons

in Fractals, Dungeons & Raids

Posted by: Shendelzare.3196

Shendelzare.3196

I find myself having less fun in dungeons in this game than in other MMO’s I’ve played and often during dungeon runs I have become frustrated with these problems that could have a simple fix. I will try to keep this short, but here are some issues I have with the PvE in the game:

1. Little indication of ability casts
Although there is almost always an animation for a mob/boss ability it can be often missed because most mobs and even bosses in this game are not much bigger than player characters. With a lot of player spell animations on your screen it can be difficult to catch a subtle enemy gesture. Also, many players often move and changing camera angles can make it difficult to watch enemies at all times. Simple additions (which already exist in other games) could help this, such as an enemy castbar or a “target of target” window.

2. Few Waypoints
I realize ArenaNet wishes to avoid exploitation of boss fights, but the length of runs from the nearest waypoint is ridiculous. The waypoint in CM explorable that you get near the fountain is hardly any closer to bosses than the first waypoint (near the dungeon entrance). A dungeon like TA is also a good example of this.

3. Difficulty of some pulls and the resulting use of exploits
Some pulls are perhaps not so difficult as they are time consuming. This is why often stealth and leashing are used to get around fighting mobs. The first pull in TA exp would simply be too frustrating (due to volatile blossoms) if the group didn’t run forward and fight the dogs along with a husk. Of course, most people know that “skip Kholer?” is the normal question when running AC exp. The fight takes too long for the awards it gives (waypoint and pathetic drops) and inexperienced players make it too annoying. I don’t mind using these tricks, but it makes it frustrating if for example someone dies while the group is running through mobs until they reset; then this person must try catch up on their own or have the whole group port back and help them. Also, these make a dungeon more difficult to learn for players new to it.

4. Few rewards
When I turned 80, I purchased masterwork (green) lvl 80 upgrades from the BLTC for every slot. I have yet to replace these with a drop from dungeon chests. The blues and greens from dungeons just get vendored and I can look forward to continuing the grind for blossoms, tears, etc. I wish there was more lustre in opening those chests and that I could look forward to some upgrades from them when just starting to get better gear at 80. Also, it is sad how story mode dungeons provide no rewards other than allowing the player to enter explorable mode. From my experience, story mode often takes longer to complete. In addition, it is disappointing that there are no tokens from chests. If my group falls apart before the dungeon is completed, I feel I have wasted my time (likely over half an hour) because I got no rewards of value.

5. Bugs
As we all know… burrows! Also, there are: volatile blossoms being “obstructed”, players getting stuck in objects, falling through the floor (when using abilities like mesmer’s Phase Retreat), boss abilities traveling through walls sometimes (Kholer), etc.

6. Awkward locations for bosses and mob pulls
Often these occur in narrow hallways, tight tunnels, or in basements with low ceilings. Instead of having a wide clear space to watch for boss mechanics, a player needs to deal with unpractical camera shifts because of tight spaces. This is especially troublesome for tall Norn characters.

7. Boss focus on one person
With having everyone play a DPS role, it is important to have damage evenly split among players or have hard-hitting attacks easily avoidable. Having bosses like Kholer (leaps) or CM’s Sure-Shot Samus (shotgun knockback) stay on you for several attacks is not fun.

Problems I see with GW2 dungeons

in Fractals, Dungeons & Raids

Posted by: Otter.7639

Otter.7639

You hit the hammer right on the head there.

Problems I see with GW2 dungeons

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Posted by: Lightrayne.7829

Lightrayne.7829

Yep, this sums up a lot of my issues with dungeons at the moment. Good post and organization.

Problems I see with GW2 dungeons

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Oh Sure-Shot Samus really pisses me off. The moment he turns on you, you’re down for the count, and then he’ll hit you again just to make sure you don’t get back up. There are more bosses like that, where once they focus on you will keep hitting you till you are back at the waypoint.

And there are just so many boss fights that take place in empty flat rooms. Why no height differences? Why no interesting environments to fight in?

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

Problems I see with GW2 dungeons

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Posted by: phooka.4295

phooka.4295

Reading the title I really thought “Oh no, not one of those again!”

However, you really nailed it. I found myself agreeing to all points except number 4. (You bought greens? Full yellow is less than 3 gold and way better! Once you’re full yellow, drops are OK, you only go there for the tokens.)

Good writeup. +1

Problems I see with GW2 dungeons

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Posted by: Wethospu.6437

Wethospu.6437

Sure-Shot Seamus: keep circle-strafing and control its direction.

I agree enemy aggro needs to be improved. Make all enemies alert all nearby enemies all the time. Increase aggro range for enemies. Make all enemies follow you forever (may break on special points to allow fall-back). Give all enemies anti-stealth code which makes them attack assumed position for several seconds and make them patrol the area. Most skips aren’t intelligent (wouldn’t work against players, at all). Mostly just running along the road. If enemies can’t find you they should assume you went that way and act accordingly.

(edited by Wethospu.6437)

Problems I see with GW2 dungeons

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Posted by: phooka.4295

phooka.4295

Sure-Shot Seamus: keep circle-strafing and control its direction.

Yes…. but SSS in Path 1 is downstairs in a narrow corridor. SSS out in the yard is a pushover…

Problems I see with GW2 dungeons

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Posted by: osuracnaes.4930

osuracnaes.4930

The number one thing for me is just the massive amounts of HP mobs have without interesting mechanics to justify it.

Problems I see with GW2 dungeons

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Posted by: Otter.7639

Otter.7639

agreed if you’re going to change up the trinity type boss fights then you must change up the fight and the mechanics of the boss fight. you can’t just change 1 side and leave the other the same it doesn’t work…obviously.

Problems I see with GW2 dungeons

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Posted by: tristen.7684

tristen.7684

@osuracnaes: i totally agree with you, killing mobs in dungeons is simply too boring. Hell, I could even see dmg mobs deal increased if only their HPs would go down.

Anyway, I have to say dungeons in GW1 were more fun. They were way longer, had more appropriate difficulty level (it didn’t take ages to kill just one mob, which is simply boring in GW2, now you have to dance around mob for quite some time)… as for the rewards, it’s not that bad now (an increase is always welcome :p) but random drop tokens would be appreciated (decrease ammount on completion and have them drop every 3-4rd encounter or so? this would also encourage killing all mobs, instead of running past them)

seeing news that a new dungeon will be added soon I hope it will be more GW1 style! (preferably FoW or UW style)

Problems I see with GW2 dungeons

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Posted by: Dromar.1027

Dromar.1027

Oh Sure-Shot Samus really pisses me off. The moment he turns on you, you’re down for the count, and then he’ll hit you again just to make sure you don’t get back up. There are more bosses like that, where once they focus on you will keep hitting you till you are back at the waypoint.

Your supposed to keep your distance from him by going outside and switching to a ranged weapon and kite. Keep him crippled and his shotty will never touch you.

Problems I see with GW2 dungeons

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Posted by: zencow.3651

zencow.3651

SSS in CM path 1 can be pulled into the yard by running past him, the asura will blow up the last device and the door into the yard opens and it becomes like path 3. He is extremely kitable and you can dance in and out between ranged and melee to maximize damage output, meleeing when his back is turned to you/dodging through into him. NORMAL mobs used to force melee players to learn this type of dance technique back in beta 1 but alas normal PvE has been drastically dumbed down since then.

Quasi-elitist dungeoneer and missing Gw1 GvGs greatly.
“GW2’s PvE is almost as bad as the PvP.”