Your dungeons are killing it for Pver's.
In everyone mmorpg I see haters complaining .. IN EVERY SINGLE ONE.
Same goes for GW2 and for another 100 mmorpgs released in the future … even if they are perfect.
Players should be more patient … if you are really so disgusted by dungeons in guild wars 2, so just quit doing them for a while..
Dont need to kittening complain like some rage kid all over the place.
And no, I dont read all the posts, most of them are useless and its just waste of time.
I am busy playing the game actually .. or also something called real life when i am bored or sick of games. Try that too
And btw I admitt, there are kitten a lot of buggs in Guild Wars 2. I complain about them a lot ingame, just so you know. But give it a time and whatever, this is free mmorpg, what can we honestly expect They dont need players to subscribe so they dont rush hotfixes and patches, etc like they should, sadly …
P2P model ftw …
I think the main issue is that the dungeon designers are trying too hard to make people perform the dungeons within the time frame they think it should take them.
As you can see the result are these current issues with dungeons. What they need to do now is either adjust the HP of certain enemies in dungeons to be lower or adjust the current damage rate certain enemies does.
We all currently agree that enemies in Dungeons have way too many HP to the point it takes too long to kill them and Damage rate is way to high to the point it can kill us in either 3 or 2 hits if you don’t have very high Toughness.
Having both high HP and very high damage rate for all the mobs (both trash, elite, and boss) in dungeons so far has cause all these negative feed back about dungeons and seem to have backfired on the dungeon developers.
They need to lower one of these two in the dungeons because having both of these for the Dungeon enemy mobs so far is the problem about 95% of the forums are complaining about in dungeons.
I disagree on this one, I don’t think having the mobs actually be dangerous (GASP) is a bad thing in dungeons.
I just think the issue here is that scaled-down 80 performs a lot better in 35 dungeons than normal 35’s, and that’s an issue with trait points.
Either they need to put in a mid-tier of difficulty designed for people running the dungeons at 35, or they need to give people access to their full set of traits asap.
Okay, very quick post since I’m actually running CM atm. I’m sure it’s possible to run dungeons with few problems once you and your team have got the hang of it but honestly, I cannot stand CM explorable mode. I’ve consistently found that the mobs are harder than the end boss and serve as trash that hinders your team. I just think it’s kinda ridiculous how these mobs can kill you in about 3 hits and have a fair bit of HP at the same time.
Hated the room where there was a huge mob of bandits; it’s like we’re not meant to kill them. In the end, we had to stealth our way past them and died many times. Also, AoEs plus random spikes aren’t very nice… Maybe it’s a learning curve thing.
I haven’t read through the posts on this thread yet but I agree with anyone who says that the rewards you get for your time and effort don’t justify what you have to go through to get them. The costs of repairs, for instance. I know you don’t have to get the dungeon armour but for those of us who do want it, you’re kinda forced to grind nasty, painful mobs to get tokens. The whole experience is just very hurty.
Edit: Okay, so we actually ended up quitting because we felt we couldn’t finish lol. One of my teammates said the game was terrible. I disagreed. I think GW2 has many great features and, on the whole, I really do like it. However, some aspects are letting it down at the moment. I know we’re only one month in and things will likely change so I’m not gonna have a kitten-fit and rage quit.
I haven’t actually checked or kept record but the, say, 26s I get at the end only really manages to reimburse me for the money I spent on repairs with maybe a little extra.
I’d like to ask you guys to “please make the mobs a little easier in CM explorable mode” but I’m afraid I’ll be jumped on…
SORRY FOR THE WALL OF TEXT! ._.
EDIT: Why can’t I type “finish———it” without having it being kitten’d? There’s a space between those two words! I checked twice!
(edited by Usagi.4835)
“Also, AoEs plus random spikes aren’t very nice… Maybe it’s a learning curve thing.”
I agree on this a bit. There’s a pull in AC story that typifies this. ele + ranger + warrior, all crammed WAY down a narrow hallway that produces a “funnel of death” effect not unlike the battle of agincourt. If you don’t have the right comp to lock down the ele/ranger, you get shredded by overlapping aoes which are impossible to dodge in the narrow space.
In particular, I think spike traps could use a little de-tune OR we need more professions with easy access to “damage mitigation” combo fields ( like the second concept better, it forces team-play). An aoe that nearly one-shots you, applies bleed after to finish the job, and has a radius of 900 is nasty.
Well everyone’s already beatin this horse into dust, but I too feel compelled to throw my thoughts, and god forbit, my opinion’s in.
Dungeon design in this game is flawed. Its to skewed. You either face melt dungeons or dungeons face melt you. To me, they seem uninteresting, and the challenge from them stems from other factors rather then design, such as incredible HP pools on mobs, rather then mobs having hard hitting attacks that can be telegraphed and dodged out of. Dungeons rely on the concept of burning down mobs to progress, and while there are some mini-events, they seem to be to short, to few, and to easy compared to the mob grinding.
Further more there seems to be at times disparity between bosses and mobs. CoF is honestly the most well known example of this. The bomb drop event mobs are very hard to kill, and it usually devolves into a kiting event with the accepted fact that the player will die many times in an attempt to keep mobs off magg long enough to drop the bomb. Yet the final boss fight to destroy the large fire crystal is a joke, and can be done with ease among even the most unskilled of players so long as they have atleast half a thought between their ears.
While that example is likely the extreme of things, it does show itself in many dungeon runs. What I dont get in the dungeon design is why wasnt many of the aspects made within the world itself introduced into dungeons? I sometimes think that if dungeons were approached with the same thoughts and processes in mind when the world was developed it would create a very different and much more interesting dungeon experiance. Difficulty of course would have to be ramped up somewhat so things were just not autopilot of course.
As for people comparing GW2 to WoW. They are right and wrong about it. WoW had a few xpacs and many years with a large player base to try and test dungeon design. By this time, if dungeons in WoW are not interesting, then they are in a kitten load of trouble. All that said, there is only so much back tracking anet can be allowed to do. It is not wrong to study another game’s designs, and to change them and incorporate some aspects and re-envision them. Which shows in the world, but the dungeon design seems awfully familiar to that of WoWs ancient and out dated designs of mob grinding against high hp hard to kill monsters, for rewards given at teh very end of the experiance.
Anyways, Im sure ANET is taking all this feedback into consideration. And MAYBE if we are all good guys and gals, theyll rework their dungeons from the ground up to turn into very interesting and unique experiances that are both fun and difficult.
Dungeon design in this game is flawed. Its to skewed. You either face melt dungeons or dungeons face melt you.
This, i think, again comes back to traits/skills.
leveled-down 80’s are much better prepared trait-wise than their counterparts who are “even” with the dungeon’s level-rating.
The devs seem to have tuned the dungeons to be interesting for people with 80’s who side-kick down to the dungeon’s level, but that leaves people who are stuck with far fewer trait and skill points, and therefore a far less synergistic toolkit, in a “heap ’o trouble”.
The devs need to do something about this spread, and i’d prefer it not involve heavy-handed nerfs to the dungeons.
Yeah, don’t agree as usual. I’ve been focusing on TA Explore mode the last few days, exclusively playing in pugs. In 4 different pugs in the last 24 hours, I’ve cleared TA Explore 4 times, changing the path each time. I agree, it is difficult, and there are things in that dungeon which I can imagine would frustrate you if you had a bad pug, but the only path which is really difficult is the forward/forward path, and even that one we cleared with some perseverance.
I am a primarily PvE’r and the thing in the game which I am MOST excited about now are the dungeons. Please don’t speak for me, OP, with your posts. I now see people running dungeons all the time on our server, so I guess that the changes to the tokens were enough to motivate people – though personally I feel they give out too many tokens per run. I hope the difficulty is maintained, though little tweaks and balances here and there would of course be great (the second to last boss in forward/forward is a rough one).
Traits and skills aside, Im not a player who dead sets myself into Power/Crit/ Whatever else I have pts for so that Im a glass cannon in a group of glass cannons. My traits are generally designed to support party play.
My utilities are swapped to meet the sitation before pulls. People I play with also tend to do this. While I agree there are some players who lock themselves into one idea, and that does cause problems, it is not the only problem.
I still believe that there is a disparity in the difficulty. A lot of people struggle with teh dungeons because of frustrations with the design, while others breeze through them. Bad pug can result in that, but its not the only thing. Put it this way. IF the you are a talented player and you are getting through dungeons and enjoying htem for their difficulty, but most of the player base is not, then either the dungeons are to difficult for the average level of the player base, or you are really just that good.
If you are, Id encourage you to share your thoughts, ideas, and pointers to help those of us who are having more difficult times in dungeons so that we too can learn from your experiances and become better players. Merely stating that you enjoy the dungeons and you dont know why everyone is having a hard time isnt helping anyone. Not ANET, or the frustrated players who want to play this content and also excel at it.
Also, my biggest problem is just that the dungeons personally are kind of boring. Mob grinding to me are not as exciting as the events in the world or in some of the dungeons. But thats just me personally.
Got to throw in the obligatory smiley now, cause Im not trying ot sound like a hardass, or anything. I just want those who are enjoying the current dungeon design to share their thoughts and so forth on how to approach dungeons and beat them. : )
ok im beyond sick of this crap 2 DIFFRENT Dungeons and FIRST time running the dang path and I am not geting my FULL Token reward? like common Fix this junk please!
Traits and skills aside, Im not a player who dead sets myself into Power/Crit/ Whatever else I have pts for so that Im a glass cannon in a group of glass cannons. My traits are generally designed to support party play.
My utilities are swapped to meet the sitation before pulls. People I play with also tend to do this. While I agree there are some players who lock themselves into one idea, and that does cause problems, it is not the only problem.
I still believe that there is a disparity in the difficulty. A lot of people struggle with teh dungeons because of frustrations with the design, while others breeze through them. Bad pug can result in that, but its not the only thing. Put it this way. IF the you are a talented player and you are getting through dungeons and enjoying htem for their difficulty, but most of the player base is not, then either the dungeons are to difficult for the average level of the player base, or you are really just that good.
If you are, Id encourage you to share your thoughts, ideas, and pointers to help those of us who are having more difficult times in dungeons so that we too can learn from your experiances and become better players. Merely stating that you enjoy the dungeons and you dont know why everyone is having a hard time isnt helping anyone. Not ANET, or the frustrated players who want to play this content and also excel at it.
Also, my biggest problem is just that the dungeons personally are kind of boring. Mob grinding to me are not as exciting as the events in the world or in some of the dungeons. But thats just me personally.
Got to throw in the obligatory smiley now, cause Im not trying ot sound like a hardass, or anything. I just want those who are enjoying the current dungeon design to share their thoughts and so forth on how to approach dungeons and beat them. : )
I guess that I have just the opposite experience — I find dungeons quite exciting because the are so demanding on my class. I love that they demand not just one setup of my support skills, as you say, but often require switching them up between pulls.
The biggest problem that I have come up against in pugs (when I do get a bad pug), is when I am grouped up with people who want to rush forward into groups of trash without approaching each set strategically. This is when it falls apart. Trash takes some coordination and you really do need to make use of the crowd control options at your disposal — blocking passages, blocking projectiles, healing bubbles, combo fields, purging conditions off you and your party, immobilizing targets, focus firing on individual targets as a group, etc.
On the whole though, I would contest that most people are having problems with dungeons. That hasn’t been my experience in-game at all. If I take my pug experiences as an indication, unless I have been extraordinarily lucky with the groups I’ve met up with, on the whole people seem to really enjoy them and I have cleared the dungeon on almost every run.
Traits and skills aside, Im not a player who dead sets myself into Power/Crit/ Whatever else I have pts for so that Im a glass cannon in a group of glass cannons. My traits are generally designed to support party play.
My utilities are swapped to meet the sitation before pulls. People I play with also tend to do this. While I agree there are some players who lock themselves into one idea, and that does cause problems, it is not the only problem.
I still believe that there is a disparity in the difficulty. A lot of people struggle with teh dungeons because of frustrations with the design, while others breeze through them. Bad pug can result in that, but its not the only thing. Put it this way. IF the you are a talented player and you are getting through dungeons and enjoying htem for their difficulty, but most of the player base is not, then either the dungeons are to difficult for the average level of the player base, or you are really just that good.
If you are, Id encourage you to share your thoughts, ideas, and pointers to help those of us who are having more difficult times in dungeons so that we too can learn from your experiances and become better players. Merely stating that you enjoy the dungeons and you dont know why everyone is having a hard time isnt helping anyone. Not ANET, or the frustrated players who want to play this content and also excel at it.
Also, my biggest problem is just that the dungeons personally are kind of boring. Mob grinding to me are not as exciting as the events in the world or in some of the dungeons. But thats just me personally.
Got to throw in the obligatory smiley now, cause Im not trying ot sound like a hardass, or anything. I just want those who are enjoying the current dungeon design to share their thoughts and so forth on how to approach dungeons and beat them. : )
There are tuning issues imho, from what you’re saying and others are constantly sharing advice and pointers.
we had iEuthanasia who was laughably called out on an OBVIOUS typo however ppl who didn’t see that should hang their heads in shame.
Build for support, if you see someone using all signets in a warrior for example, kick their sorry butts to the curb and tell them to “L2D” your damage traits aren’t something to shy from, but often they require intelligent building when it comes to dungeon, and stacking all damage and crit, is a SUREFIRE way to get hammered by surprises, so if you’re just starting a dungeon then expect a bad time, but NEVER accept someone not using party aiding skills and utilities.
If players are claiming you need 5 80’s for content that’s doesn’t require level 80 as standard, then answer is simply to ignore them and facepalm with extra points for weeping for humanity, however don’t try and correct them they’re not worth the effort.
as for specific dungeon advice, that’s something that belongs in a dedicated thread.
quick edit @ plasmacutter:
ARGH, those extra traits, are handy, but they are NOT a prerequisite nor is any level 80’s in non level 80 content. Not only is that kind of bad thought pattern leading to the “we only want 80’s for exp content” when it’s only friggin cm and ac explorable.
But it’s just totally blown out of proportion
(edited by Hellkaiser.6025)
Completely disagree with the op.
I have a full dungeon gear with all of the weapons. Me and my guildies run AC and Cof every night for full clears of all wings. Yes we bugged Cof for a week but now we dot everything legit without too much hassle. The effigy boss is the only thing that really can give us trouble and even then with some light respecing we always get it.
I hate to say it but it’s a l2p issue. Team balance counts. 5 glass cannons will not do well against bosses.
A strong support engi, ele, necro can make the world of difference.
Its not just about the bosses though, in most situation the bosses are completely tame in comparison to the pain in the kitten trash. If you do not have a team comp specifically built for the dungeon it will simply not work half the time, it really restricts the what players are allowed to do at all. Bosses issues are almost always a simple l2p isssue, figure out the tactics, counter it, end of story. But when it comes to overbearing trash mobs things just feel wrong, 5 famous heroes should not have to blow every cc or weakening effect of a a single trash mob in order to kill it. It should not take 2 minutes for this 5v1 to focus down a single normal enemy, especially when said enemy can one-shot most squishy characters easily while still taking hits from everyone else like it was nothing. It just makes it a very long, drawn-out and tedious process.
ARGH, those extra traits, are handy, but they are NOT a prerequisite nor is any level 80’s in non level 80 content. Not only is that kind of bad thought pattern leading to the “we only want 80’s for exp content” when it’s only friggin cm and ac explorable.
But it’s just totally blown out of proportion
I agree with you in principal, but that was in response to someone saying a clothie at 35 can TANK.
Without all the trait lines filled, no, they cant, and trying to is folley. Thus, if you don’t have a sidekicked-85 as your tank, they better be wearing heavy armor in AC or CM explore or they’ll be crushed like a roach in a dance hall.
Completely disagree with the op.
I have a full dungeon gear with all of the weapons. Me and my guildies run AC and Cof every night for full clears of all wings. Yes we bugged Cof for a week but now we dot everything legit without too much hassle. The effigy boss is the only thing that really can give us trouble and even then with some light respecing we always get it.
I hate to say it but it’s a l2p issue. Team balance counts. 5 glass cannons will not do well against bosses.
A strong support engi, ele, necro can make the world of difference.
u cant tell ppl lr2p when u expolit farmed ur gear and are geared now and farming? lol that gear helps kiddo so might wanna rethink what u say because u cheated ur gear then tell others lrn2play thats just funny lol
Completely disagree with the op.
I have a full dungeon gear with all of the weapons. Me and my guildies run AC and Cof every night for full clears of all wings. Yes we bugged Cof for a week but now we dot everything legit without too much hassle. The effigy boss is the only thing that really can give us trouble and even then with some light respecing we always get it.
I hate to say it but it’s a l2p issue. Team balance counts. 5 glass cannons will not do well against bosses.
A strong support engi, ele, necro can make the world of difference.
u cant tell ppl lr2p when u expolit farmed ur gear and are geared now and farming? lol that gear helps kiddo so might wanna rethink what u say because u cheated ur gear then tell others lrn2play thats just funny lol
We ran it before we knew about he exploit just fine. We run it now just fine. We bring alts in with junk gear every day just fine.
I even just learned about this new Cof exploit but alas we have no ele’s in my guild so we just run it normal.
Honestly it I barely do anymore dps now then I did in all 80 greens. Barely any more.
If a group of 5 in voip can’t do it in 80 greens then my guild must be special because we did.
You can buy a entire set of 80 yellows and greens off the AH for less than 50 silver.
If you don’t have someone in heavy armor with the build for mitigation and self-healing (a TANK), you will die.
Will 2 rangers 2 eles and a mesmer meet your test cause it was a very fast easy run. By the way what are you taking in AC? lol
Collous path, spider? nah just spread out and kill a bear is more than tank enough.
The wire boss? heck no keep everyone at max range
the burrow? can’t tank a burrow so just kill it
the end boss? nah again stay the heck away from it
Nothing at all to tank in path, and if you really need one to feel good on trash a bear or rock ele will do the job just fine.
(edited by Fluffycalico.2715)
ARGH, those extra traits, are handy, but they are NOT a prerequisite nor is any level 80’s in non level 80 content. Not only is that kind of bad thought pattern leading to the “we only want 80’s for exp content” when it’s only friggin cm and ac explorable.
But it’s just totally blown out of proportionI agree with you in principal, but that was in response to someone saying a clothie at 35 can TANK.
Without all the trait lines filled, no, they cant, and trying to is folley. Thus, if you don’t have a sidekicked-85 as your tank, they better be wearing heavy armor in AC or CM explore or they’ll be crushed like a roach in a dance hall.
That depends on your definition of “tanking” misdirection via illusions is pretty much tanking too every second bought is a second gained, if you mean traditional facetanking, that’s not a great idea to continually do anyways even with full traits.
Gearing epic survival is one thing, being a CTC capped tank in another mmo is another