An arbitrary debuff =/= new mechanics
I see where they were going with trying to implement a new mechanic, but as you pointed out, it’s hardly imaginative. It’s like Guild Wars 2 was created out of the pure principles of being challenging, but it is nothing more than the shell of a game that detrimentally lacks a soul. Guild Wars 2 is beginning to feel like a project that is very ambitious, but somehow lacks imagination.
Not sure if that made sense. I’m just disappointed about they way things have gone and are going.
It pains me to say, but Guild Wars never had any really interesting boss fights, and it hasn’t gotten all that much better here. The awesome combat system is just serving to highlight how dull the boss mechanics really are.
With stuff like the Lovers and the first stage of Giganticus, it’s obvious that the intent and ideas are there, they just need to pick up on those ideas and roll with them full-speed.
I think that’s why they introduced the new gear. When it comes down to it, they couldn’t make really fun dungeon content. If they had, perhaps players would be able to play just for the fun of it, instead of needing an incentive to get through the dungeon.
I want to know exactly how this dungeon is different. Is it going to have tons of trash mobs that players run through cause they can’t be bothered to spend time killing them? Is it going to have ledges for us to stand on to out range bosses and stand there spamming long range attacks over and over? Is it going to have instant death mechanics, where we just waypoint-zerg the boss to win?
It worries me that these 9 “mini-dungeons” aren’t going to be very high quality since it seems like they’ve come out with them pretty quickly.
Players rewarded by the amount of times they repeat content not by how well they perform in that content. GENIUS!
Boss fights are one of things that made me laugh out loud, and not in a good way. Also the trash in dungeons. The content is a joke, anyone who thinks its is a true challenge I doubt have played any other games. Because GW2 has not got the hang of it. Its all AOE and massive health pools.
I prefer melee on characters but I just gave up and rerolled.
It pains me to say, but Guild Wars never had any really interesting boss fights, and it hasn’t gotten all that much better here. The awesome combat system is just serving to highlight how dull the boss mechanics really are.
With stuff like the Lovers and the first stage of Giganticus, it’s obvious that the intent and ideas are there, they just need to pick up on those ideas and roll with them full-speed.
I would LOVE to see a dungeon full of bosses like Lupi. He’s seriously my favorite boss in the game.
They did the arbitrary debuff/required dungeon gear thing in LotRo and it was horrible. They eventually removed it due to player outrage.
It’s not a new mechanic. It’s just lazy and annoying.
[TSFR] – Jade Quarry
They did the arbitrary debuff/required dungeon gear thing in LotRo and it was horrible. They eventually removed it due to player outrage.
It’s not a new mechanic. It’s just lazy and annoying.
This is actually derivative of the Guild Wars 1 Spectral Agony hex spell, not something new or copied from elsewhere. The issue is that it seems to have been implemented poorly this time around. In the original GW the monsters who had this skill were key to the story, and progressing far enough into the story got your current armor infused for free so you could finally take down those guys. Had Anet implemented the same type of ‘get far enough get rewarded with infusion slots’ method with the new dungeon, it would have been fine.
Still waiting for you geniuses make a great game, and show how it’s done.