Weakness in design
Agreed with the OP.
I agree aswell.
Completely agree!
Yup. Point 3 is most important. Hitting 3 trash mobs with trilion hit points feel like dpsing on a dummy. Not something Id call exciting.
I don’t object to hard dungeons, I can live with a slow burn on my content and I commend arenanets attempts to do something different by abandoning the holy trinity system.
However I feel that the dungeon system is deeply flawed. It not just a question of difficulty its lack of fun. To have a design where its neccessary to have a system where you can rez zerg the bosses highlights the inherent weaknesses of the system.
If you removed rez zerging what % of the playerbase could deal with these dungeons, I doubt it would be a majority even in story mode.
Rez zerging is lame. Its a lazy balancing aid, just like all raid mobs in Swtor having an enrage timer.
Please consider doing the following:
1)Remove rez zerging.
2)Rebalance some to the dungeons certainly the story mode along these lines:-
Story mode – Puggable without lots of deaths and if anything is going to one shot you it should be clearly broadcast with enough time for your average joe to avoid.
Explorable option 1 – harder needs some co ordination
Explorable option 2 – noticiably harder than option 1
Explorable option 3 – noticiably harder than option 2
3) When building difficulty in dungeon encounters do it via scripting, mobs waves, random ambushes, vastly out numbering players. Not via adding 0s on the mobs HP totals and damage output.
4) Rewards. The current reward system for dungeons makes them not worth the time spent and in some cases it can end up costing you alot of cash when learning them. I am not sure that is justified when all you are getting is appearance rewards.
Agreed with the OP.
I agree aswell.
Completely agree!
Yup. Point 3 is most important. Hitting 3 trash mobs with trilion hit points feel like dpsing on a dummy. Not something Id call exciting.
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