So, how about this for a solution?

So, how about this for a solution?

in Fractals, Dungeons & Raids

Posted by: MiloSaysRelax.1597

MiloSaysRelax.1597

So, some people think dungeons are too difficult, others think they’re fine, yadda yadda yadda. Of course, everyone is entitled to their opinion and so forth, but the obvious reason for all the tooth-and-nail arguing is that “hardcore” players don’t want the challenging dungeons changed to suit the “casuals”.

Let’s get one thing straight here: The dungeons aren’t hard, you’re probably just doing it wrong. But that’s OK, since this is a brand-new game with brand-new systems, and I imagine a lot of people need to unlearn some old MMO habits that don’t apply to GW2. If you learn the mechanics of GW2 well, you’ll fine dungeons quite reasonable, yes, maybe even challenging, but at a good balance of difficulty.

The problem is AC is a bit of a tall order for what is essentially the “entry-level” dungeon, especially if you’re going in at level 30 and still have a lot to learn about the game. So, to solve this, for lack of a better word, “ignorance” problem, I have a suggestion that will allow the “casuals” to learn more about the mechanics, while leaving the difficulty of the dungeons unchanged for the “hardcores”.

The suggestion is this: a new entry-level dungeon that could serve as a tutorial. A proper explanation of how you should carry yourself in a dungeon, and how to work as a team, so newer players can learn the finer points of team and combo play. You could even work this into the story. You and four others have been called up to some barracks to train under some army when OH NOES centaur attack! First half can be messing around in the barracks with some instructors, second half can be using the new skills you’ve learned to fight off dungeon-like enemies.

If we had something like this, then “casuals” wouldn’t hit a brick wall at their probably first dungeon experience in AC, instead having a tutorial dungeon they could practice in, and “hardcores” would be able to enjoy the unchanged difficulty of the current dungeons, with the option of completely ignoring this tutorial. Everybody wins.

This isn’t me calling out to ANet to make this tutorial, I’m sure they’re still busy doing post-launch stuff right now, but I just thought I’d throw this out there on these here forums to see if you guys think it would be a decent idea.

So, how about this for a solution?

in Fractals, Dungeons & Raids

Posted by: Efaicia.3672

Efaicia.3672

Sounds actually really, really good.

So, how about this for a solution?

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Posted by: DonQuack.9025

DonQuack.9025

“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.

Concerns about HoT pre-order? Check here!
https://www.youtube.com/watch?v=Am9gVQB8gss

So, how about this for a solution?

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Posted by: Frotee.2634

Frotee.2634

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…

Polka will never die

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Posted by: Apathy.6430

Apathy.6430

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.

So, how about this for a solution?

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Posted by: Lokai.7850

Lokai.7850

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.

So, how about this for a solution?

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Posted by: Fox.1054

Fox.1054

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)