So, about dungeons.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Alcaeos.8691

Alcaeos.8691

I have yet to set foot in one, but the community response I’ve seen so far has been largely negative, especially in terms of explorable mode.

What can be done to improve dungeons? Are they fixable, or do the foundational game mechanics make them inherently flawed? Alternatively, is the problem simply that we just don’t know how they work well enough yet?

As a huge fan of Diablo 2, I was hoping that the PvE content would be reminiscent of that—no tanks, no healers, but still challenging and fun and not just a chaotic mess. I’m hoping that some minor tweaks will make that possible.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Trimlys.7091

Trimlys.7091

dungeon are a bit difficult but that the way its should be
we just need to learn how to play/dodge and switch weapon at the good time and use combot between player,

dungeon should not change,

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Milennin.4825

Milennin.4825

I’ve done a few story dungeons and 1 explorable, and I think they’re ok.
The 2 things that bother me most are the immense HP bars of all mobs, including the basic non-boss stuff. It takes long just to take out a small group of trash.
The other is the reward system… such a grind to get the good stuff.
For the rest, they serve their purpose of offering a good challenge to those looking for difficult PvE content.

Just who the hell do you think I am!?

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Whitewolf.9736

Whitewolf.9736

Story modes seem to be perfectly fine, just Ascalonian catacombs could do with tuning seeing as it is the first dungeon people will be running as a group.

Explore modes are another beast entirely.

They each need to be individually tuned in my opinion and not just increasing the health and damage for all of them.

Trash mobs need the damage lowered in some cases with Ascalonian Catacombs being one.

Some bosses need health reduced due to fighting for a good portion of time is rather boring and not in anyway fun. Some also need to stop one shotting right at the start of combat too.

Some events also need to be explained better. One example is in Caudecus’ Manor Route 2 with the seraph. We got to the never ending wave of bandits not sure what to do until about 15 minutes later when we noticed some barrels to blow up the locked door.

I can’t comment much on them but for the minute, I’m not going to be doing many of them until some issues are fixed with them. I’m not saying nerf them to hell or anything like that. The challenge is good but they need tuning individually to get a good pace and challenge. At the minute, it just seems a bit of a pot luck.

I have completed a good number of Story and one or two explorable modes so I know I’m supposed to be dodging and playing differently and all that but even then, in some cases that can only get you so far to make it an enjoyable experience.

[EU]Desolation
~Charr Guardian~ – ~Norn Necromancer ~

(edited by Whitewolf.9736)

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: mulch.2586

mulch.2586

Your first dungeon run or two will prob’ly feel very difficult.

If you continue to play like it’s some other game, they’ll continue to feel difficult.

If you play GW2 style, you’ll find them to be a lot of fun and decently rewarding.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Qelris.6901

Qelris.6901

I have yet to do other dungeons, but AC is pretty fun and not that hard.

I was so scared because of all the whinings about how hard it is that it made me think about my builds too much. Joined a party, did an explore run, and guess what? It’s not as hard as people says. It’s fun too.

I’m only responsible for what I say, not for what you understand.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: lethlora.1320

lethlora.1320

I enjoy dungeons quite a bit. The ones whining are always louder than those who are content.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Kazma.4658

Kazma.4658

Dungeons are considered as endgame due to its high skill margin (and huge gold sink). I’ve only set on foot 2 dungeons and not considering to do so again until after I get a decent weapon set and the hang of my combat style.

Excelsior!

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Nuadu.4590

Nuadu.4590

Actually i find the dungeons sometimes pretty entertaining, some bosses are, after the group knows how to react, fun.

But the ability(almost neccesity because bosses are many times overtuned)
to run back to the fight after death is ruining everything for me.

There is almost no feeling of accomplishment, it is completly possible to zerg a boss down without really mastering the encounter.

Also i ran in some bugs, events not starting, or fights that, after failing to defend an npc, can still finished anyway.

It ruins the immersion, but of course eliminates the need to tune an encounter well.
Bugs in an dungeon are not that bad, but the fact that there is no door to prevent players running back to the boss keeping the encounter going is just awful.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Deathfrost.9145

Deathfrost.9145

Actually i find the dungeons sometimes pretty entertaining, some bosses are, after the group knows how to react, fun.

But the ability(almost neccesity because bosses are many times overtuned)
to run back to the fight after death is ruining everything for me.

There is almost no feeling of accomplishment, it is completly possible to zerg a boss down without really mastering the encounter.

Also i ran in some bugs, events not starting, or fights that, after failing to defend an npc, can still finished anyway.

It ruins the immersion, but of course eliminates the need to tune an encounter well.
Bugs in an dungeon are not that bad, but the fact that there is no door to prevent players running back to the boss keeping the encounter going is just awful.

I think the idea is that you lose a lot of money just zerging, it’s a tradeoff. do it right without dying, or spend lots of money zerging.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: JakeCourtney.7524

JakeCourtney.7524

I’ve done a few story dungeons and 1 explorable, and I think they’re ok.
The 2 things that bother me most are the immense HP bars of all mobs, including the basic non-boss stuff. It takes long just to take out a small group of trash.
The other is the reward system… such a grind to get the good stuff.
For the rest, they serve their purpose of offering a good challenge to those looking for difficult PvE content.

Yes, the trash mobs have WAY too much HP and the loot drops from chest in-game aren’t that great. ArenaNet you have balancing to do on these Dungeons.

So, about dungeons.

in Fractals, Dungeons & Raids

Posted by: Nuadu.4590

Nuadu.4590

I think the idea is that you lose a lot of money just zerging, it’s a tradeoff. do it right without dying, or spend lots of money zerging.

Yeah, and that the costs are so high and the money so hard to obtain is a good thing in my opinion.
But dying 50 times and paying about 50s for repair is not nearly as annoying as dying 1 or 2 times shortly before an encounter is done.

There was one fight in ac explorable where we had to protect hodgins and simultaneous kill mobs and 6 burrows. We tried for 1 1/2 hour and we had ,especially in the crucial minute before we won, more thrill and fun then in every other dungeon or encounter before or after (at least until now).

One reason was that dying was not (really) an option, because we had many chars way under 80 and we would have not been able complete this.

Additionally bringing player up from downed state would be much more crucial and exciting.

(edited by Nuadu.4590)