Your dungeons are bad and you should feel bad.

Your dungeons are bad and you should feel bad.

in Fractals, Dungeons & Raids

Posted by: Cappadocia.8674

Cappadocia.8674

I’m not being overly harsh when I say I believe the developers have done a terrible job with gauging the difficulty of their dungeons.

To put it plainly, neither I, nor many people I’m playing with are having fun.

Visually the dungeons are interesting, the traps are fun, and the dialogue and storyline are lovely.

Then the butchery commences and what used to be the role of the “Cleric” now becomes the job of the waypoint in Guild Medic 2.

Repeatedly walking back from waypoints is not fun. Repeatedly dropping is not fun.

I don’t expect, nor want to faceroll the dungeons… but 15+ deaths is a little excessive.

To make matters worse I decided to devote the entirety of my character to defense. Toughness, hitpoints, that sort of thing. It made little difference. I tried piling on interrupts, status effects, and so forth. They were shrugged off.

Mind you the status effects from the baddies are constant. Go ahead and try to keep “poison” off your character during most boss fights and many minion fights. My armor is useless, my hitpoints aren’t enough, and you’ve crippled my ability to heal all while piling on a DoT.

It’s just not fun and people are talking about it in game. They’re slogging through it because they’re used to “farming” but even the rewards for going through the dungeon seem pretty pitiful compared to the anger and frustration they generate.

If there were say, “clever” answers to the boss fights that’d be great… but it’s just slaughtered, rinse, repeat, until you FINALLY wear them down.

On many other things I give GW2 very high marks… but your dungeons need to be seriously adjusted. They are unfun.

Your dungeons are bad and you should feel bad.

in Fractals, Dungeons & Raids

Posted by: Daboris.6730

Daboris.6730

What dungeon? Did your party mix it up too? Mixing up utilities and weapons per fights? You realize just because you personally mix it up, doesn’t mean that matters at all as there are 4 others who need to adjust too.

The biggest problem I see is people either going all damage…or…not using the right skills or weapons per fight.

If I went into every dungeon with a bad group of players and ended up zerging every fight, I’d say the same thing too out of spite. I did a HotW Explorable mode (Zealot/Plunderer) with minimal deaths and it was smooth. That’s a level 80 dungeon.

I know some dungeons are easier than others, but all this complaining about how dungeons are too hard needs to stop. Explorables are meant for coordinated groups of flexible players, yet even a pug with a knowledgeable leader and mediocre gear can do most paths.

Also note, fun is directly related to deaths. As in, inversely correlated. Less deaths=more fun (so I’ve come to realize, haha).

Some bosses may have too much HP and the rewards may be needing tweaking, but that is being addressed. We all agree the game needs fixing and fine tuning, but dungeon difficulty isn’t really that high, honestly. I understand it’s your opinion, but I can’t really understand or gauge the gap in opinions. I feel like people still need time to adjust, and are surprised that random pulls can wipe a party. It was the same in many games until people stopped complaining and started trying a little harder, than it became easy. No differences here. Try harder, get better gear, learn to gear properly, learn fights and utilities for said fights, etc.

I don’t understand why people expect to one-shot things so easily. If you’re on your FIRST dungeon run of a dungeon you’ve never been before with people who have never done it, expect death as you learn. If it’s your 10th run and you’re all familiar and know fights…yeah, if you still die 15 times, come back and let me know.

Note: Probably going to get locked, we don’t need another one of these topics of QQ.

“Those dolls they were making underground… Did you think they look like me?”
-Vivi

(edited by Daboris.6730)