So, how about this for a solution?
Sounds actually really, really good.
“They” will still hit a brick wall at explorable’s, then at harder dungeons. Its clear some dungeons need to be cleaned up but for the most part I would say
“Let the game be out for atleast a month” before deciding what the community can and can not handle. Personally I cant wait for some people to hurry up and leave when the game they really want to play comes out.
Actually, I don’t really see the big deal with explorable mode dungeons being to hard for some people – they are optional content after all which was specifically designed for people seeking a challenge.
A sort of tutorial dungeon would be a good addition, though – or making Caudecus Manor the lvl 30 dungeon, as that one was a breeze compared to AC…
A sort of tutorial dungeon would be a good addition, though – or making Caudecus Manor the lvl 30 dungeon, as that one was a breeze compared to AC…
Would make a lot of sense, honestly.
yes new mechanics of the game
spec into support/control/healing focus
insure rest of your team is covering the other side of the spectrum
make sure you have toughness gear and defensive gear/traits
realize you are now playing the new trinity and /rage about it.
Dungeons aren’t too hard, they are simply too long for the content they offer. There are way too many trash mobs with tons of health. It makes dungeons a chore to play through.
If it would be up to me enemy health would be reduced to normal levels ( in GW1 it was perfect ). Corpse running would be removed, if you’re all dead you’re out of luck so you would need teamwork to survive; no more waypoints in dungeons. Enemies would get more unique skills that you have to dodge and work around, no longer should 9 out of 10 enemies be auto attacking cookie cutters which are only there to waste your time.
The dungeons do not need to be made easier or harder, they need to be made fun and strategically challenging, requiring teamwork to go through. No holy trinity does not mean teamwork should be dropped altogether. Sure chaining up a few disables is nice, but it simply doesn’t compare to the level of teamwork that could be possible if the dungeons were designed for it. Right now I would classify the dungeons to be too simple and too grindy, this is the complete opposite from what the gameplay should be: challenging, fluid and intellectually compelling.
(edited by Fox.1054)