Very dissatisfied with the design of the dungeons
No need to really find a combo, just a synergy between the people you’re playing with. Sure, combo fields help, Sure some abilities are more useful than others, but never have I had a party composition, that couldn’t effectively run everything (Except when we had two necros and two guardians, way too slow)
You get used to dungeons, just because you failed your first run doesn’t mean they suck. It took me maybe a day to find good people to play with and clear dungeons from that point on with ease.
Seriously, with ease. If everyone does their job with skills, dungeons are steamrolled with minimal effort. Minimal. The occasional dodge roll and ofcourse your skills.
Ive decided that we should just change the words your and you’re to ur. The casual language users of the English language seem to prefer it this way therefore it must be correct!
nah these dungeons are in no way designed for a casual pve person they are horrible and the posts and many of them besides this starting to prove it.
Dungeon runs (if you aren’t quitting after your first attempt at a new piece of content) usually take 30-60 minutes depending on your group.
With the new system your rewarded with bonus tokens for doing each chain each day.
By investing a good 2 hours into dungeons – you easily get 180ish tokens and can call it quits for the day.
That is pretty casual IMO.
Also remember, the gear you obtain from dungeons is suppose to have some prestige to it, by whining that their too hard your killing the end reward.
I’m no hardcore player and I do TA with ease(all three paths) with my group. Almost easy with even with people who haven’t play (up-up, the easiest path). I just tell them how to do it.
Find a group who did the dungeon before and knows hot to do it and let them learn you. It’s really not that hard.
Story mode could be easier, or have a more gentle learning curve, with better conveyance yes.
But far too many are trying to bring 5 glasscannon keyboard turning firesponges, and then complaining the games horrible and bad, and yes I do realise that at some points there’s horrible tuning issues in explorable or story, don’t dispute it for a moment
Of course til a-net looks into the real issues and collects and publishes the date it’s all conjecture, but honestly I’m guessing the ones that fail are the ones that try and throw damage at problems.
@Jaxichael.2590
“With the new system your rewarded with bonus tokens for doing each chain each day.”
Guess you don’t actually play, huh?
Which dungeons did you have trouble with?
Personally: CoF magg (because I refuse to GY zerg), HotW zealot (less so completion block, it’s just a crapshoot whether or not we can actually dodge the jellys), CM butler (spike corridor, if we don’t have a warrior with a shield and defensive spec or a thief it’s not technically “possible”).
@ vicwolf. (the post above mine)
Hellkaiser probably isn’t aware of the bug atm
Seriously, with ease. If everyone does their job with skills, dungeons are steamrolled with minimal effort. Minimal. The occasional dodge roll and ofcourse your skills.
This is an MMO, not a “guild for good old friends”. You really think that the random casual player in a PUG run and no TS really will make it as easy as a guild run with old friends that re chatting on TS?
I will advocate and stand up for having really hard and nasty instances at Lvl 80, but 30, 40 and 50? You kidding me? At least not 30 and 40 isntances. This is the introduciton instances in this game. ANnet should make a LvL 20 instance that introduce grouping and cooperation. An instance that is not hard but you still have to use abilities like dodge. Have mobs/bosses telegraph its move clear and “slow” so people learn how to do it.
Slapping people in the face with raid level instance on the 1st instance experiance they get will not help the game. Low LvL instance should not be balanced around that the player is Lvl 80.