Why is CoF sooo easy?
I whole heartedly agree with this; ac takes strategy and skill. CoF takes 30 minutes even on your first go.
AC isn’t that difficult either if you know what to do. Most AC runs are around 45 minutes or less for me.
Because AC has a focus on trash monsters with gobs of hp that they really dont need.
Whereas path 1 of CoF relies more on team co-ordination and your ability to survive.
And path 2 decided it actually wanted to be fun, rather than dodge and spank for 30 minutes until finished.
CoF is honestly one of the better dungeons. Perfect? No. Too easy? Maybe. But it’s one of the more FUN dungeons to run.
They are about the same. AC takes longer, but defo not more difficult, on that note do CoF path3 too.
same in story, AC is still my hardest story(yet to do arah, but did rest)
Because a lot of haters cried on the forums to get CoF nerfed so they can farm up their CoF gear and Anet nerfed it. Now CoF is a breeze to finish except path 3. Most people dont even bother with path 3, only those that are into completing the dungeon Master title. And those that want the Dungeon Master title dont cry about difficulties in Dungeons if they are hard to do.
Not A Message.
i actually ran CoF for the first time the other day, and i found it to be rather different (not necessarily easier, but a different experience) from the other dungeons. i think if i had to nail down what was different about CoF, it’s that there were more enemies with lower health. especially compared to AC, where you’re usually fighting 2-3 mobs that are pretty difficult, instead of 5-6 enemies that that have much “meltier” hp bars. i think this is easier for a DPS oriented team (that first boss fight in story, with the floating unkillable weapons? that’s a kitten)
also, if you’re running with randos, i think that basic probability and statistics says that AC is going to have a less experienced group than CoF. this might be less true than some other dungeons (since i believe CoF has a rep for being easier, and may attract newer dungeoneers), but i feel that as a whole running a dungeon with an experienced team is what matters.
but for real, i don’t think there is any discernible reason to order the dungeons in the way they are. AC, to me, even with experienced groups, is more difficult for sure than say HotW.
CoF is more about learning the mechanics of a fight once. After you do that, you’re done.
The thing about combat is that the difficulty has to be dynamic. If you just slap tons of health on enemies, the combat becomes tedious and boring. It’s not hard so much as you just get tired of the fight and start to make mistakes. If you predicate success in the fight off knowing one little trick, once you learn that trick, there’s no longer any difficulty.
I find the most rewarding boss fights are ones with high risk-reward situations, where you can risk some sort of major damage or even death to deal massive damage yourself. Or, the boss has a one-hit kill that you have to dodge to or mitigate with a block to survive. All that with normal health, of course. The developers rely far too heavily on just slapping more health on things to say “it’s hard now.” With dungeons like CoF, you can tell someone thought it through, but didn’t think to themselves, “After they figure this out once, will it still be hard?”