Story mode too hard?
What in them is so much harder for you?
I think it’s hard because you’re playing with level 30/40/50s rather than 80s in a lower level dungeon, plus most players doing stories are quite new players and don’t really understand stacking might, proper weapons etc etc. Although yeah, some Story dungeons are too long , Aka SE/HotW
B)
People are always dying on bosses (they hit way too hard for this introduction to dungeons), no one resurrects in combat.
Why is it that story mode is tuned to be so much harder than explorable mode? I know there are pugs, and I know they are down-level and under-geared, but shouldn’t it be tuned slightly easier because of this?
Just because the pugs aren’t geared correctly…doesn’t mean the game needs to scale to this.
People haven’t run story mode dungeons a million times like they have explorable mode so often they don’t know the fights very well.
People are always dying on bosses (they hit way too hard for this introduction to dungeons), no one resurrects in combat.
Introduction? This is basically the end of the game.
There is nothing higher in terms of PvE content other than dungeons and fractals, so it’s odd to see someone requesting them to be easier.
People are always dying on bosses (they hit way too hard for this introduction to dungeons), no one resurrects in combat.
That might be a problem with your group. You might want to change your lfg to “first time”. You usually find people are more willing to rez when they know you’re new. As to the boss, it’s all about learning tells and punishing you when you fail.
I really should write an essay about how AC and every other story mode/dungeon prepares you for arah.
Story Mode is actually much easier than Explorable. The trouble is, it’s usually done by newer players who have never tried dungeons before and therefore aren’t expecting the massive jump in difficulty. (This is one flaw that I feel should be addressed. ANet needs to ease the transition of players more into dungeons. Currently it feels a lot like the Factions GW1 campaign; it went from “Master Togo will hold your hand through everything!” to “Let’s watch you get pwned by level 20 mobs” on the mainland.)
The other problem is that newer players usually aren’t as stringent about keeping their gear up to date. You can generally get away with this in the open world, but that poses a problem when they enter dungeons. Downscaling + Elite mobs means that foes can typically one or two shot them, but there’s no prior warning or instruction that players need to do this. Players then complain that dungeons are OP and then either cry for them to be nerfed, or just stop trying dungeons altogether, neither of which are good for the game’s long-term health.
Players who know what they’re doing in dungeons do not run story mode often, if at all, because the rewards are not worth it to them. Thus, most often, you’re in the dungeon with players who are not experienced dungeon players.
Story Mode is actually much easier than Explorable. The trouble is, it’s usually done by newer players who have never tried dungeons before and therefore aren’t expecting the massive jump in difficulty. (This is one flaw that I feel should be addressed. ANet needs to ease the transition of players more into dungeons. Currently it feels a lot like the Factions GW1 campaign; it went from “Master Togo will hold your hand through everything!” to “Let’s watch you get pwned by level 20 mobs” on the mainland.)
The other problem is that newer players usually aren’t as stringent about keeping their gear up to date. You can generally get away with this in the open world, but that poses a problem when they enter dungeons. Downscaling + Elite mobs means that foes can typically one or two shot them, but there’s no prior warning or instruction that players need to do this. Players then complain that dungeons are OP and then either cry for them to be nerfed, or just stop trying dungeons altogether, neither of which are good for the game’s long-term health.
On the contrary, at least in some dungeons. In the last tournament, and in the most recent match-up, very good guilds failed on the story missions far more than the regular ones. Take Hotw story boss for example. He’s no joke.
Huh, really? I’ll have to take your word for it. I’m still only up to SE in terms of dungeons. (Finishing off the last path on my characters in the coming weeks, then it’s finally on to CoF!)
On the contrary, at least in some dungeons. In the last tournament, and in the most recent match-up, very good guilds failed on the story missions far more than the regular ones. Take Hotw story boss for example. He’s no joke.
^ This.
Some bosses in story modes are simply more difficult fights and given that most people don’t touch them nearly as often as they do the explorable paths, it’s extremely likely that a group would struggle on a story mode even though they completed an explorable path with ease.
Huh, really? I’ll have to take your word for it. I’m still only up to SE in terms of dungeons. (Finishing off the last path on my characters in the coming weeks, then it’s finally on to CoF!)
Yeah, you’ll just have to take my word for it if you’re only on SE. Arah story is, of course, a joke, but the later story modes you’ll find, are more difficult in some ways than the explorable ones.
Huh, really? I’ll have to take your word for it. I’m still only up to SE in terms of dungeons. (Finishing off the last path on my characters in the coming weeks, then it’s finally on to CoF!)
Yeah, you’ll just have to take my word for it if you’re only on SE. Arah story is, of course, a joke, but the later story modes you’ll find, are more difficult in some ways than the explorable ones.
Huh, really? I’ll have to take your word for it. I’m still only up to SE in terms of dungeons. (Finishing off the last path on my characters in the coming weeks, then it’s finally on to CoF!)
Yeah, you’ll just have to take my word for it if you’re only on SE. Arah story is, of course, a joke, but the later story modes you’ll find, are more difficult in some ways than the explorable ones.
Stop looking at me like that, kittenmit!
Lack of tactics. That’s what makes story mode harder. Groups can generally get story mode bosses down on a second attempt as players work things out as they go along.
If you take a group into an explorable dungeon without any tactics they probably just won’t finish it. The dungeons are a degree harder. People forget this since they skip past mobs, dance round traps, ambush any ambushers, fight in specific corners, and so on.
I agree that they’re hard for “first time doing this dungeon”. However, as a person coming from WoW, I too hate the fact of how easy the game became over the years. Hard dungeons challenge players to do better and employ teamwork. My overall opinion: yes, they are hard, and that’s how it should be.