I understand there are people who find PvE difficult and they can party on in Exp and story mode all they like, but there are a significant core of people, like me, who think the current dungeons are too easy. This is the only pve form of endgame, and the only thing I’d call remotely challenging is Arah… and the things you’ve just nerfed. If I didn’t like WvW I honestly don’t know what I’d be doing in this game right now. I guess there’s high fractals but it’s repeditive and dull and passing it is really just a series of gimmicks, so I’d burn out on that quick.
The obvious solution is some kind of hard mode for dungeons. Maybe just one path, called “Hard path”. It could be marked with a little star, so people who play with no brain and one hand won’t attempt it and cry. It would be balanced for level 80’s with exotics in every dungeon. Exp could stay your same old and be balanced according to whoever complains on the forums. And I don’t mean “hard” in the sense that anet seem to think is hard – that if we give a normal mob 99999 HP it’s suddenly difficult for some reason – but actually difficult. Actually requiring personal skill instead of min/maxing for maximum DPS build because the dungeons are so easy that you’re just going for maximum DPS to get them over and done with faster.
“Hard” is pretty simple. It’s not a damage sponge. As an anonymous user put it: “I want to be kept on my toes, but I don’t want my toes to get RSI because I’m doing the same thing for 30 minutes”.
Things that could be seen as “Hard” and put into a hard mode:
-Trash mobs that require teamwork/strategy to kill:
CM, Arah. These two dungeons both have mobs that actually require utility to take down. The CoF magg defence room (Something recently removed) is another – the smokelord can’t just be killed with 5 zerkers warriors like half the dungeons in this game. The main thing here is that they actually have attacks that matter, as opposed to just more damage. I’ll still remember the time that I was stuck in a risen sentinel’s ring with no stability (used) and a putrifyer heading for me, and a teammate had to use Binding Blade to pull the putrifyer back. Teamwork. Skill. Attention. Y’know, because there’s 5 people in dungeons?
-Bosses that require personal skill to pass:
Pretty much just awareness, skill use and dodging timing passes as “personal skill”. I’m half asleep in bosses like the flame effigy because all you do is stand there and autoattack. Lupi is an example. Kholer is up there. Alpha is an example. The Evolved Grawl Shaman is an example. HotW bosses and overland dragons are NOT an example. Simin is certainly not an example.
-Fights that recquire communication and teamwork:
SE P1. I still remember the first time I pugged that. A warrior, two engis, a necro, and a guardian. As each wave came, me and the two engis would stack vulnerability on a single inquest, then the necro would use Epidemic to spread it to the other two. The necro would use plague or a blind field to try to eliminate the attacks the inquest made. The warrior would use a hammer to lock them down while well of darkness was not up. The engi’s would stack might using blast finishers in a fire field. The guardian and necro were working overtime to heal any attacks that got through. When we got to the bot, the necro used Spectral Grasp to pull it away from the gate, then the guardian used Binding Blade to pull the inquest together then we bursted them together. If any more waves came, we’d kill them using the same, previous method, then work on the robot.
All that, now? Gone. SE p1 is just now another mindless farming path. CoF P2’s “kite room” was also similar if you actually fought like a man, CoF P3’s defence event was up there too. I’ve got a great idea: Let’s remove every semblance of teamwork in a kittening game where there is a team in a dungeon – we’ll just encourage the warrior babbies who only know two buttons: FGJ and 100 blades. kitten any form of utility, this is Guardian Warriors 2. I say this, and I main a warrior.
-No exploits and minimal skipping:
Seems clear enough.
It’s like Anet have given in and are 100% catering to casuals for dungeons, even though these casuals are just using dungeons to farm for a legendary and then will quit because they don’t actually like the game.
It seems logical to me: Story Mode: A mode for those who want to take in the atmosphere of a story. Explorable mode: A mode for those who are there to farm. Hard mode: A mode there for those who are wanting a real challenge worthy of “endgame”.
And because everything in this kitten game seems to need some kind of reward, whether it’s fun or not, it could give either 180 tokens or a unique skin or some crap like that.
really bad engineer