Q:
Will ANet ever fix the dungeons?
I strongly agree that dungeons are a mess.
They gotta fix that. In many dungeons, mobs are harder than bosses. This is kitten #8230;
Hi,
Yeah I agree that the dungeons need some reworking, I also hate the fact that people only run CoF path 1-2 to get easy loot/gold. I’ll be honest I go kinda frequently to those runs, but I also help other guildies with different dungeons (both story and explorable) and it’s actually quite fun.
Before AC got harder, it was also one of the most frequently runned dungeons, now that the fights got a bit harder no one wants to run it because they get less gold from it, difficulty does matters but everyone (guess myself included) just wants to do them to get big rewards.
For the group finder, they said that they are working on it (sadly that was 3 months ago), so hopefully in some months we will get the tool. Best changes to get a group right now is ask in LA, join a guild or use the LFG website:
www.gw2lfg.com
If you look on the different forums you can see that Anet is responding to our feedback, we just have to give them time to improve and implement this changes.
Guerreros de la Ultima Alianza [GDUA]
#TeamKiel #TeamPrecipice
I don’t personally find trash mobs to be exceedingly difficult in most dungeon paths. Sure, if it is a groups first time doing the content then there are likely to be hiccups, but I don’t feel that dungeon content in terms of trash mobs have created an imbalance. Trash are victim to not having defiant stacks, and unless we’re lumping wandering champions into trash as well, makes it very easy to control through stuns, dazes, knock backs, knock downs. There are a lot of viable options for control on basic trash mobs, beyond the chill, cripple, fear, blindness, weakness and immobilize that can be inflicted upon a champion or higher mob. They can even be frozen with the ice bow.
Of course, some bosses and mobs are immune to these effects. Some parties favour high damage over crowd control and support. Some people might not understand the full depth of their profession and the available options it has. Some people get trapped in the mindset of there being only one way to play the profession sometimes. I think a willingness to adapt to the situation at hand overcomes most obstacles from enemies en route, and taking advantage of the strength you or other party members bring to the table to make the path go smoother.
I would prefer the dungeons be more polished The addition several wandering mobs that knock down and defeat people to stymy AC clears was a bad idea to me. I agree that they should make it something worth taking the time to kill. Vanquishing always provided a fun mode of game play in GW to revisit old content, would it be worthwhile to be able to “vanquish” a dungeon path for greater rewards?
Of course they would have to be balanced around being cleared this way, and might prove unworthy of the effort and resources.
Just my two cents.
Charlie
I agree with the trash mobs being harder than the actual dungeon bosses. Arah is a great example. The many undead Orr creatures have skills that down you in 1-2 hits; like the Undead Illusionists and their chaos storm. Ouch, standing in that chaos storm downs you in 2 hits. Crazy!
they dont care about the actual dungeons at all , anet only focus doing those events…" dancing books" , only 1 time dungeons" temporal history events.. etc etc-…. but they ALWAYS ignore the real problems.. most of the dungeons are all bugged.. also its came to the point where anet completly hides.. from forums they never ever response anymore.. they used to answer everything backthen when the game was at launch.. thats why they had such a good impact.. but not now.. now is sad.. countless topics about real big problems.. and none has an answer or anything at all
I agree with the trash mobs being harder than the actual dungeon bosses. Arah is a great example. The many undead Orr creatures have skills that down you in 1-2 hits; like the Undead Illusionists and their chaos storm. Ouch, standing in that chaos storm downs you in 2 hits. Crazy!
I hate static fields in general…unless ANET gives one to storm spirit, then I love them.
Anet really dropped the ball on dungeons. I don’t think they intend to fix them, i think they believe that the minority that actually enjoy them are the majority. I know personally I hate dungeons, but I love the gear/weapons in this game so I grind dungeons to be able to afford it. Compared to how much fun I had in Guild Wars 1 I am disappointed everyday and am always looking for a better and also free game to play with a more responsive development team. I think all us dungeoners need to accept that anet’s prize winner is WvW and they aren’t very interested in making dungeons any more enjoyable, and only less profitable.
I strongly agree that dungeons are a mess.
They gotta fix that. In many dungeons, mobs are harder than bosses. This is kitten ..
Careful what you wish for. They will likely react to this by buffing the bosses…
Saphnabylni | Alyquia | Hrafn Halldorsson | Roshanai Abbasi | Aghrama Steamfur
As a player of over 25 years in various MMO’s, the dungeons are the least fun IMHO. Now that a downed player cannot rez or rejoin the fight, battles can be boring. Unless you fork out extra cash to rez… you lie there watching everyone else play. And yes, they can rez you… if they can… but still. DULL & Fustrating.
I am looking for another MMO.
I after agree 100%…
Dungeons are officially the worst part of GW2…
I love every other part of the game but dungeons…urgh…
Anet to be fair did start a revamp of dungeons and AC got the ‘revamp’, it lost around 80% of the players who used to run it…going from one of the most popular to do…to 2nd or 3rd most unpopular…so that was a bust…
Anet can do good dungeons, the molten forge was good, the mad kings dungeon was good…
I would have every story dungeon on a par with those…
Path 1, 50% more difficult…
Path 2, 200% more difficult…
Path 3, 500 to 1000% more difficult…
You would have something for everyone then…
Loot wise, all have the same drops BUT for the most rare stuff…
Story 1 in 10000
Path 1, 1 in 5000
Path 2, 1 in 2000
Path 3 1 in 500
At least it would be a clear system, now there is no rhyme, nor reason to the current GW2 dungeon system…
I don’t have too many problems regarding dungeons. If there’s one thing playing with PuGs and reading this forum made me realize is that they aren’t too easy…until you figure it out and have a team that has also figured it out.
Dungeons are where the game died for me. I don’t even try to do them anymore. I ignored the living story dungeon and I’m ignoring my personal story because it ends with a forced dungeon run. That’s about how much I hate this game’s dungeons.
- Dungeons reward armor skins, but the transmute system and the bank tell me to ignore all skins except my favorite, because if I start collecting skins, I’m going to 1) fill my guild bank (and actually need 2 accounts) and 2) have to buy gems everytime I want to change my skin. This works against any incentive to do dungeons. It takes a “skin collection” tab and transmutes at no cost for this to work. (Of course NCSoft would lose revenue here.)
- Removing the trinity could have worked if 1) it was replaced it with something better and 2) the devs could find something fun to do for people who like playing tanks and healers, but as it is right now, the system just doesn’t work. I guess some enjoy the chaos that this kind of system allows, but I think there’s can’t be any kind of depth to the encounters without a bare minimum level of stability.
- The balance seems way off. One of the branches of CoF is super easy but the surprise troll mini-boss of AC easy can wipe a whole PuG/casual group with his stomp, has everything unblockable including his auto-attacks and regens his health. That has no place in story.
On a more positive note, the absence of a gear treadmill is an extremely positive aspect to this game’s PvE and just for that I’ll keep an eye for any dungeon improvements, and none of the issues I mentionned above are unfixable.
I do those CoF path 1 runs quite a lot, skipping past all the content. I don’t mind skipping all of it, because the dungeon isn’t any fun, and I’m only there for the loot anyway. I need to farm gold, so I can buy what pops up in the gem store.
I don’t mind CoF path 1 being so easy and skippable. I mind the other dungeons being so blistering hard and not fun. The not fun part is the thing I cannot forgive. I can understand them being hard, but why couldn’t they have made them fun? They are long linear boring grind fests with enemies with way too much health, and rubbish drops. Corridors with unfair instant death traps that you can only learn through trial and error, and bosses with poorly telegraphed instant kill attacks, which again rely on trial and error.
Adding more fair and fun mechanics to the dungeon might alleviate some of these problems. But they would still be just long corridors. I don’t have the feeling I’m free to explore anything. Its just a matter of getting from A to B.
Making the dungeons less hard, would remove a lot of the frustration. And I am definitely in favor of this. But then they would also need to provide a harder difficulty mode for the hardcore crowd.
They need to give trash mobs better loot tables. Make it worth while to kill those enemies. Give us something to look forward to. If the end chest is the only real reward that’s worth a dang, everything in between is an annoying time sink.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Risk vs Reward is my biggest issues with dungeons, i can forgive the terrible loot but at least have tokens scale with the actual difficulty/length of paths. And allow loadstones or cores to be purchased through tokens. Also far to much health on some dungeon bosses.