Well if you fix the dungeons first...

Well if you fix the dungeons first...

in Fractals, Dungeons & Raids

Posted by: Remnance.1682

Remnance.1682

Well if you fix the dungeons first then you’ll be alright. I have no problem with taking away the rez-rushing in that case. Seriously since day 1 your dungeons have been terrible. It has not been about team work. Its about being as far away as possible and never stop kiting unless you can hit immune for a few a seconds.

Basic truth of balance, random mobs should never one shot anyone.

And a side note. CM. I’m a hero of the land…. And I’m afraid of a dog howling? Really? This world is doomed. Dragons win.

Well if you fix the dungeons first...

in Fractals, Dungeons & Raids

Posted by: fony.5102

fony.5102

ya, systems that depend on other should not be put in until it’s all in place. fractals were nice but that way they handle death works because fractals are not wall to wall silver kittening mobs.

fractals itself should be capped at 30 because the items required to run it as intended past that point don’t exist. clearly you need ALL ascended gear infused if you’re meant to run the higher levels. that gear does not exist and those tiers should not exist until it does.

i have no real sympathy to pugs and skippers and all that, but we can all agree that they should have overhauled many things like the average mob and waited till the full dungeon revamp was done to change it. now we’ll get incremental yet annoying changes.

Well if you fix the dungeons first...

in Fractals, Dungeons & Raids

Posted by: Tenrai.1248

Tenrai.1248

The problem with Guild Wars 2 is that instead of having one main philosophy that carries throughout the whole game, it has multiple philosophies that interfere with other parts of the game as a whole.

In most aspects of the game, when you see another player in Guild Wars 2 it’s a good thing. Someone to kill with, someone to help, someone who isn’t detracting from any part of your game because they aren’t taking any mobs, loot or crafting nodes. The game presents itself as an open casual game inviting everyone to come have fun.

Then you get to the dungeons and the philosophy is abandoned. It’s NOT welcoming for everyone to join in. You are hindered by random people that you meet. You don’t want them in your dungeons. They are a drain on your money, your time and your enjoyment. The dungeons take that entire open welcoming philosophy and disregards the rest of the game that people have built expectations from.

The idea of the one-shot mechanic in a game with no way to control who gets targeted by them is one of the weakest forms of “challenge”. Just waiting for the boss to decide, “Well, you are going to die now,” is never rewarding.

The argument that the dungeons are for the hardcore doesn’t fit with the rest of the entire game and how it is made. The game isn’t attracting hardcore gamers, it’s not even marketed to them. What is happening is that you have a game where you hit max level and find that all the shiny fun items are locked away behind a system that wasn’t made for you.