Solo Dungeons
There are currently solo dungeons. Just 5 people usually do them together.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
people solo arah all the time. Do you really think they cant solo other dungeons. Just arah is most rewarding with 60-120g per completion
If anet designed dungeons for solo then they would be far too easy. Just give us hard 5 man dungeons without puzzles that require more than once person to complete.
people solo arah all the time. Do you really think they cant solo other dungeons. Just arah is most rewarding with 60-120g per completion
Which arah path are you charging 30g per slot for? O.o
people solo arah all the time. Do you really think they cant solo other dungeons. Just arah is most rewarding with 60-120g per completion
Which arah path are you charging 30g per slot for? O.o
Probably path 5
Anyhow: OT
I don’t think this is what the game needs, as spoj said would be far too easy, besides soloing dungeons got old 1 year ago :sleep:
(edited by Cries Of Sorrow.5864)
If anet designed dungeons for solo then they would be far too easy. Just give us hard 5 man dungeons without puzzles that require more than once person to complete.
That is what I meant exactly, the encounter difficulty level of a current 5 man dungeon is perfect in some cases in the level of challenge to entertain me.
By being designed to be solo’ed I meant for them not to have steps that require more than a person to complete, also the difficulty levels would help less dedicated players experience a fraction of the fun this would provide. We all know how much ArenaNet loves casuals after all and there’s no way they would ever release content only dedicated to high-end PvErs.
Yet insisting on these being 1 man dungeons would actually make these sort of an achievement because of a few simple reasons which are the old PvE achievements that have since become obsolete:
- Dungeon Master title : Absolutely meaningless, nowadays somebody can be carried through most of the paths and get the title regardless of understanding of the tasks performed or can even just buy most of the paths;
- Dungeon Armor : Also meaningless because of the reasons stated above and even more so now with dungeon reward tracks added to PvP now.
Until we have special titles and/or rewards for solo’ing a 5 man dungeon from start to finish, I can’t help but look for alternatives that might bring some challenge to PvE.
This would be a novel idea if…
There was a dungeon team and…
It was profitable to the business/Living Story model
Shhh, no tears. Only dreams now…
Not sure you can design a solo dungeon for the average player while still having it be fun for more practiced players.
Had some guy buying an Arah last night talking about how his usual group takes 2.5 hours for path 2. You don’t get a 2.5 hour runs by just not having DPS gear. There has to be more going on there. Likely no dodging or skill coordination and just poor play.
Watering down a dungeon so that someone with no personal trait coordination or dodge reflex can solo it, wouldn’t be good in my opinion.
Not sure you can design a solo dungeon for the average player while still having it be fun for more practiced players.
Had some guy buying an Arah last night talking about how his usual group takes 2.5 hours for path 2. You don’t get a 2.5 hour runs by just not having DPS gear. There has to be more going on there. Likely no dodging or skill coordination and just poor play.
Watering down a dungeon so that someone with no personal trait coordination or dodge reflex can solo it, wouldn’t be good in my opinion.
Which is where the difficulty levels bit came from, ArenaNet won’t implement stuff for the more experienced and skilled players only and having a proper difficulty scaling system that could please everybody while handing out greater and different rewards for the higher the difficulty would, in my mind, be something truly enjoyable.
Oh I agree with that. I’ve said in a few threads a similar thing about adding a Hard Mode for dungeons and unlock-able Gambits to make groups really think about team composition and the “team build puzzle”.
The trouble is that the second you introduce harder content, or even hard solo content, you’ll get three types of people; some won’t be interested, others will practice and improve, and most will just QQ about the difficulty until Anet caves and nerfs it.
For as much as the general GW2 community jokes and complains about 1,1,1,1,1,… zerg events, they sure hate any skilled content being available.
Oh I agree with that. I’ve said in a few threads a similar thing about adding a Hard Mode for dungeons and unlock-able Gambits to make groups really think about team composition and the “team build puzzle”.
The trouble is that the second you introduce harder content, or even hard solo content, you’ll get three types of people; some won’t be interested, others will practice and improve, and most will just QQ about the difficulty until Anet caves and nerfs it.
For as much as the general GW2 community jokes and complains about 1,1,1,1,1,… zerg events, they sure hate any skilled content being available.
I find myself agreeing with you on that one.
There’s very few people that truly enjoy challenging content, most resort to QQing after a few unsuccessful tries and as history has taught us, ArenaNet usually ends up granting their requests and ruining the fun for us.
TA is great if you want to solo. Arah is popular, but takes more practice.
Go do TA forward :-) Even I can solo it.
Also check into minidungeons. Some of them are really fun and interesting challenges (Vexa’s lab comes to mind).
Few of my guild mates and i love running dungeons with less than 5 people, often solo or duo. My personal favorite is Aetherpath duo, Sparki&Slick part is an awesome 2v2 ^^
What i would like to see is ArenaNet to support this kind of playstyle by adding achievements/titles, improve loot (maybe an “Outmanned” stack) for each empty party slot -> affect CHESTS too.
I’d like to see more incentive to do dungeons like this.
In fact i dreaming about Aetherized Nightmare weapon skins, I’m running aetherpath every day without any result.
Would be nice if i had higher chance for those if i try it harder.
Would be nice too if each other dungeons had their unique (improved like aether skins) if they are solo’d.
Living Story 2 might deliver some of this with dungeon instances similar to those found in the personal story. Imagine a Claw Island type instance with achievements for the more dedicated players. That’s what they might be retrospectively selling for the 200 gems. It would also make sense for any new dungeons in the Living Story to have a solo story mode but an explorable mode for groups.