Why Fix A Dungeon When You Can Just Nerf It?
I don’t think you quite understand the meaning/correct usage of the term “nerf”. Nerfing a dungeon would involve them making it easier.
That being said, while I think that dungeon re-works are necessary I do agree that the AC changes have caused less people to run what was previously an oft run explorable. Not that it is impossible or even too tough. Just that people haven’t adjusted and are running it less.
AC is dead for my guild. Thanks for that.
AC is dead for my guild. Thanks for that.
Just because they changed it? What’s the problem with it?
I’d love to see more aggressive changes to the dungeons.
Currently playing Heart of Thorns.
Anet always nerf’s, even if they do make a dungeon more difficult, in the end something in that dungeon, more then likely the drops, will get nerfed, happened to fractals, they buffed the crap out of all the mobs and then nerfed all the drops. And denied it all.
But all the people who run fractals daily and do it multiple runs everyday know for a fact they did it, they just think we’re stupid and don’t notice, or don’t deserve to be told. A lot of people just run fractals in this game, it’s the only hard and challenging thing in here, I think Anet likes to cater to carebears more.
Välkyri – 80 Warrior
JQ[Lulz] – Kill fur Thrillz…
Just because they changed it?
No, because the amount of features is insane.
What’s the problem with it?
GE being tedious, Grast going full Leeroy and dying like an idiot making CR extremely annoying.
I’d love to see more aggressive changes to the dungeons.
So would I, but breaking everything and calling it a “fix” is not the way.
AC is dead for my guild. Thanks for that.
It was dead to my guild when they changed dungeon rewards so CoF was so much more time-efficient months ago. It had nothing to do with them revamping AC which made the whole thing arguably faster anyway.
It was dead to my guild when they changed dungeon rewards so CoF was so much more time-efficient months ago.
Remind me what they did there.
It had nothing to do with them revamping AC which made the whole thing arguably faster anyway.
Not entirely accurate, at least I used to run AC before the changes on a daily basis; now we went TA instead. More efficient WRT dosh/hour and I refuse to farm CoF1.
Remember before every dungeon had 10s drops from some bosses and 15s dropped from the final boss? Before every dungeon had that, AC was the only one that did, and AC was the most profitable to run if you were good at it. I made roughly the same gold/hour then as I do now in CoF, but CoF has the added bonus that it drops higher level loot, lodestones/cores, and tokens which can be converted into ecto. That change where every dungeon suddenly dropped a good amount of silver made it so AC was not the most profitable anymore, so I stopped running it.
Not entirely accurate, at least I used to run AC before the changes on a daily basis; now we went TA instead. More efficient WRT dosh/hour and I refuse to farm CoF1.
Eh, I think it’s faster. The bosses all have less HP and more mechanics, which makes it less friendly for people who aren’t top-notch, but really easy for those who are. Spider dies so fast now it’s hilarious, and Kohler essentially didn’t change at all. The only real change IMO is that troll is annoying as hell now, but well, the end-bosses go down much easier by comparison, so I think it works out.
I do agree that it’s silly that they increased the difficulty of AC (first “easiest” dungeon in the game) and did nothing with CoF.
Love the challenge and love running CoE myself, so I’m not going to complain about challenging things when they’re done right.
Now what OP seems to be complaining about is exploits. Exploits should be fixed. Yes, bosses are challenging. However they should be that way. I remember running CM a lot at one point. So many people would want to bypass the whole dungeon by wall walking… Never agreed with that no matter how unfair the game is. If you can’t beat the content fairly a) try until you do b) stop doing it, you shouldn’t wear the armor of a dungeon that you almost completely bypassed.
just halved all boss’s hp, problem solved
Welcome to ArenaNet’s philosophy for their games: if it ain’t broke, fix it. If it’s broke, destroy it completely.
The dev’s have a silly notion that, rather than discourage the usage of convenient and creative methods of success (i.e. ones the dev’s didn’t themselves consider) by making other means more enticing, creativity should be quashed and punished.
And this doesn’t just apply to dungeons, too many skills in the first Guild Wars were “nerfed” to the point of being absolutely useless. It’s why I stopped playing. There is a perpetual de-strengthening that occurs in ArenaNet’s endless quest to turn good games they produce into boring “hit stuff until it breaks” exercises.
Has someone come up with a strong build for a class? Well, we could potentially enhance one or two skills in other professions that should naturally counter this type of play… or we could just nerf the class until nobody wants to play it. I fear for when d/d elementalists get hit with the nerf bat. They already broke ele staffs with capping AoEs, once the last viable PvP (/WvW) build for them is gone my ele is going to be resigned to one or two dungeon builds and just repeating them ad nauseum.
Or ArenaNet could smarten up and look beyond the easy solution…