Why not just remove all the trash mobs?
because some people would complain. and i do not think they even have the resources to remove them anymore because that would require a dungeon team i think. Correct me if i am wrong.
They don’t drop good, waste time and practice to skip, hard to kill. Most of the teams skip them, why not just remove all of them?
Atmosphere.
They look pretty on their spots.
There’s the people who can skip the trash, and then there’s those who can’t.
That’s why.
“Memories are nice, but that’s all they are.”
I still think if Anet want ppl to clear them, let them have a chance to drop token, and lower their difficulty.
The drops would have to be pretty generous, and ANet doesn’t like generous drops.
“Memories are nice, but that’s all they are.”
The drops would have to be pretty generous, and ANet doesn’t like generous drops.
Then just remove them.
That would break immersion and make it excessively easy. What good is a dungeon if it barely has any risk of failure?
“Memories are nice, but that’s all they are.”
Some people like using the wonderful battle system we have. Crazy, I know. Why would anyone want to play without the prospect of rewards?
Please, no. Learning to skip the trash mobs is an essential skill in GW2 dungeons. One of my favorite things to do on a new class is learn to do the skips in Arah. That’s when I really start exploring and experimenting with my utilities and weapon skills.
Just keep practicing, OP. They’re really fun. (Unless you’re a mesmer. Then get centaur runes.)
Why not just remove everything inside dungeons and give us the reward upon entrance?
Why not just remove everything inside dungeons and give us the reward upon entrance?
10/10. I support this.
Nah, too hard. Just have them mail the gold every day at reset. Easy!
“Memories are nice, but that’s all they are.”
The drops would have to be pretty generous, and ANet doesn’t like generous drops.
Anet likes to give us generous drops just look at the dust mites when dry top was released.
its old players who don’t like generous drops, because they have everything and don’t like people making money easier than what they had to do.
Nah, too hard. Just have them mail the gold every day at reset. Easy!
41,75g every day per mail? I’m okay with that.
The drops would have to be pretty generous, and ANet doesn’t like generous drops.
Anet likes to give us generous drops just look at the dust mites when dry top was released.
its old players who don’t like generous drops, because they have everything and don’t like people making money easier than what they had to do.
I guess you didn’t compare 2013’s Crown Pavilion to 2014’s version. Take a look at dungeon trash mobs too. In fact just look at the history of dungeons.
That said, old players who are just jealous of newer ones earning more money than them should either suck it up, or actually find out what new methods exist and use them.
“Memories are nice, but that’s all they are.”
I think removing thrash mobs might make skipping bit too easy. But I’m sure some people would still fail with it.
That would break immersion and make it excessively easy. What good is a dungeon if it barely has any risk of failure?
A good dungeon should never rely on trash mobs for the difficulty.
Which dungeon relies on trash mobs for difficulty?
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
Because they exist for a reason that I and others have outlined that you can’t seem to discern?
“Memories are nice, but that’s all they are.”
Removing all trash would leave their dungeons empty since they also lack any real bosses.
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
I agree with you, so why not remove the trash mobs?
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
AC, CM, SE, COF, Arah all have punishing trash mobs. I mean if you compare the difficulty of arah p2’s brain afk bosses to the trash runs …
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
AC, CM, SE, COF, Arah all have punishing trash mobs. I mean if you compare the difficulty of arah p2’s brain afk bosses to the trash runs …
I’d say Lupi still provides the biggest chunk of difficulty in Arah. I’ve run past every piece of trash in that dungeon without a problem, but still haven’t gotten Lupi solo. These mobs are part of the “skipping mechanics” in the dungeons, but I wouldn’t say that they provide an unreasonable amount of the dungeon’s difficulty.
And I’m not sure what Slowpokeking agrees with me about? I didn’t make any statements, I asked a question…
In any case, completely stripping the mobs from dungeons would be a poor solution to any problem they’d cause.
Pls refer to dungeon forum FAQs.
If the trash mobs aren’t challenging to kill, it’s still a waste of time to kill them, but it’s safer.
This provides a better risk vs reward dimension to the game. If you care about the rewards, then skip them and skip them fast.
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
I agree with you, so why not remove the trash mobs?
Because it makes it a lot more boring. It’s like eating boiled chicken with no spices or anything, just chicken and boil it.
Lean approach to games doesn’t really work (lol d3)
Which dungeon relies on trash mobs for difficulty?
Then why not remove them?
I think you misread my question. I meant which specific dungeon, in your opinion, relies on trash mobs to provide the basis of the path’s difficulty?
I’m just curious because I’ve never felt that way about a path and want to hear your perspective.
AC, CM, SE, COF, Arah all have punishing trash mobs. I mean if you compare the difficulty of arah p2’s brain afk bosses to the trash runs …
I’d say Lupi still provides the biggest chunk of difficulty in Arah. I’ve run past every piece of trash in that dungeon without a problem, but still haven’t gotten Lupi solo. These mobs are part of the “skipping mechanics” in the dungeons, but I wouldn’t say that they provide an unreasonable amount of the dungeon’s difficulty.
And I’m not sure what Slowpokeking agrees with me about? I didn’t make any statements, I asked a question…
In any case, completely stripping the mobs from dungeons would be a poor solution to any problem they’d cause.
You say that, but then I’ve done arah pugs where I’ve literally sat at magecrusher/shoggroth/abomination for a good half an hour with rage quits in between waiting to see who can actually make the trash run. Then there’s the final bosses of p1 and p2 which pugs are pretty terrible at too. But then, when they get to these bosses to fight them it’s mostly fine (except stargazer, people can’t dodge that guy even if their life depended on it).
Removing them would harm the game’s immersion. If they removed them, ANet may as well just make all the dungeons a series of straight rooms filled with bosses. Enter dungeon → kill first boss → door unlocks → enter next room → kill next boss etc.
What I’d do to encourage more “dungeon clears” would instead be the following:
1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. I’d scale down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.
2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)
3. Players can still “skip” dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world. Certain dungeons like Arah where enemies DO respawn are changed so enemies are finite.)
Removing them would harm the game’s immersion. If they removed them, ANet may as well just make all the dungeons a series of straight rooms filled with bosses. Enter dungeon -> kill first boss -> door unlocks -> enter next room -> kill next boss etc.
What I’d do to encourage more “dungeon clears” would instead be the following:
1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. I’d scale down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.
2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)
3. Players can still “skip” dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world. Certain dungeons like Arah where enemies DO respawn are changed so enemies are finite.)
Pretty much. Nice idea.
RIP in peace Swifty’s latest work
They never appreciate my art.
I missed the art
It was pretty normal in GW1 to skip mobs. It’s a part of the mechanic. Only be cause you had to kill most mobs in WoW in dungeons, you don’t have to do it in other games (although I admit you have to do it in most MMO – that are – we all know it trying to copy the then successful concept).
I am always shocked how biased and used people are. Humans are creatures of habit and if they are used to something they think: ‘it has to be like this’.
Stacking, skipping (which was often challengin in GW1 and pretty fun [remember the infamous Droknar’s Run]) was pretty normal in GW1 and no one complained.
They could actually alter the loot table and make them drop significant higher quality. It would give us an incentive to kill them, but it seems they aren’t willing to do that. On the other hand do not forget tha dungeons in GW2 are completely stale. They haven’t changed, they have still no dungeon team. They would do it differenltly now as we can see with the temporary dungeons like the Molten Weapon Facilities from flame and frost and the aetherdungeon later on (yea they are still in Fractals – unfortunately…)
‘would of been’ —> wrong
They never appreciate my art.
Did they say why?
I think it’s for Pacing.
You can’t have high tension excitement all the time, or people adapt to the feeling. So level design involves a pattern of excitement-break-excitement-break-excitement-break with the general intent to build those moments higher to a climax. Videogames, Movies, Books; all forms of media are in this constant struggle to keep you engaged from start to finish while avoiding your human coping mechanisms.
Ever since MMORPGs moved away from camping, they’ve tended to use less stressful combat encounters as their ‘breaks’.
This game, however, has alllll sorts of problems with pacing.
Bosses aren’t necessarily the high tension points, sometimes that’s the mobs in between or the act of skipping them. So you’ve got some dungeons where running is the highpoint and bosses are the breaks, others where you end up skipping over the high points because the game gave you enough rope to hang yourself with, and others still where the mid-boss reaches the climax and then the final boss is just sort of this afk afterthought.
If this game had better pacing, your brain would be too busy being on cooldown to give something like trash mob loot a second thought. Your whole head would be filled with winding down from your last experience and prepping for the next one.
(edited by Vox Hollow.2736)