Lack of depth (diversity)

Lack of depth (diversity)

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

but I honestly wonder if the main problem might just be that dungeons are simply too easy for 5 people.

LOL Dungeons were nerfed because they were too hard iirc. Heck so was the open world.

I remember the masses of bodies from the Flame Legion Shaman event in Ashford in beta.

Good times.

Life is a journey.
Time is a river.
The door is ajar.

Lack of depth (diversity)

in Guild Wars 2 Discussion

Posted by: Star Ace.5207

Star Ace.5207

Players shouldn’t have to work around the system to play a game that they enjoy.

If you are unable to make a non-zerker build by yourself, because theorycrafters prefer to work on zerker builds, thats your problem again.
Non-zerker is absolutely viable, don’t be so narrow minded.

Other MMO’s are full of builds that are not even viable in certain content, never mind optimal. At least in this game, more builds are viable.

I can speak only about WoW. 2 minutes of Google work wasn’t hard there. It shouldn’t be hard here neither.

With all due respect, citing those videos as “evidence” of build diversity is actually spitting on those who choose to play with whatever gear. For instance, one of the videos had the footnote: “no skillful play involved.” It’s atrocious to imply that non-“zerker” build users don’t dodge and aren’t skillful, and that you can only be “skilled” if you follow the speed clear meta. So while you are pretending to say it’s OK to use whatever gear (which I agree with, as well as with people starting their groups with like-minded fellows), you DO think that using other than the “optimal” setup is shooting yourself in the foot, as aforementioned. In short, those videos MOCK non-optimal setups by going full defensive mode as well as “just 1” and not dodging-you lot could make your point way less offensively without such ludicrous videos that aren’t representative in the least of how “normal” (meaning in this context “non-optimal”) play the game.

Watch the video closely and don’t try to nitpick on every single word i say.
No skillfull play involved, because they literally unbound the dodge key and facetanked everything. Of course the average pug can’t grasp the mechanics those guys used to prevent instawipe in their beloved “playhowiwant” groups. Or protection is now exploit too, i wouldn’t be surprised.
If you take evidence so offensively i have nothing to say you. Have a nice day.

It’s not that much evidence, but more ridiculing. The needless “playasyouwant” pejorative reveals your true feelings in this issue.

Lack of depth (diversity)

in Guild Wars 2 Discussion

Posted by: Pleurodesed.7625

Pleurodesed.7625

Nerfing those was a mistake. The game was a lot of fun back in the beta.
It wasn’t too hard. Enemies would kill you if you were careless or pulled too many.

Right now it’s about hitting all keys in a random pattern and you’ll win anyway.
It’s pointless to roam around the open world. There’s nothing. There’s no threat.
Events are too easy and give no rewards.

And dungeons…
Dungeons should be a place to crawl in slowly for exploring and discovering hidden places. Some really hard place which should take several retries to complete for an unique item such as an ascended backpiece. Not the current lf warrior 6000+ ap link berserker rush which skips everything and strategy is no more than stacking for phat lewtz.

People seem to forget that the fun in videogames is the challenge in them
Makes me imagine id developers rolling out a patch for quake4 in which, because of deeming it too hard, decide to make it so enemies miss 95% of their attacks and deal half the damage. And to compensate, they have 10 times more health.
And with that swing the game would be destroyed.

(edited by Pleurodesed.7625)

Lack of depth (diversity)

in Guild Wars 2 Discussion

Posted by: Kurrilino.2706

Kurrilino.2706

Do you guys ever considered the design of PvE as build killer ????
One of my favorite examples is the Lava Wurm under Eye of the North in GW1.

People had a lot of different build for a special reason.
Running there and dps the wurm didn’t do anything,
It just killed you. So you had to make a game plan… guys build against fire damage to carry the explosives to the wurm. other guys protected the explosive carrying dwarf….
Or the Orr dungeon filled with Necromancer…. if you didnt plan carefully you faced millions of minions when dieing too often

Simple and plain.
GW2 lost not just the creaticity in lore and charm it lost it in map creation and opponents as well.

People always laugh at me when i say GW2 is just for kids who like to play keyboard in a dungeon. A-Net totally dumbed the game down to serve our not so efford liking youngsters. It must be easy to reach and a lot of loot.

I wish A-Net would see it is the right time to make a cut and go back to the roots.
Bring back skill points to boost skills and let us choose skills… let us mix 2 different professions like it worked so great for GW1.
And for god sakes stop making everything 10000000000 hitpoints with a timer of 15 min to kill to pretend that any difficult is involved

Lack of depth (diversity)

in Guild Wars 2 Discussion

Posted by: sMihaly.1492

sMihaly.1492

CONSTRUCTIVE FEEDBACK

  • Decrease enemies’ HP, so any dmg dealt to them can be relevant. + ads
  • Add more enemies so they support eachother + put pressure on the party.

Maybe start this by re-visiting some GW1 dungeons where TEAM structure did count, not their gear.
eg.

  • The Deep → constant pressure on the team
  • Fissure of Woe → ambush like spawning enemies, escort & defense events
  • Slaver’s Exile → bring Frozen Soil, or suffer the consequences
  • Domain of Anguish → pain and gain
    → all of these had to be restarted if failed… respawning in dungeons is just… not a challenge. Ranged resurrection utilities from dead (NOT DOWNED) could enhance this game mode.

All current GW2 dungeons are like "LFzerkers->enter->kill-until-win
This keeps me far from pve.

One exception : Aetherpath – Chance for precious unique skin is also a lovely GW1 feature

  • Right motivation if dungeons would get more difficult:

Adding visually upgraded unique skins to each dungeon (like Aetherized Nightmare Weapons) instead of pure gold might also help the economy.
e.g. Extremely flaming CoF weapons? Arah weapons with a black/blue trail effect? etc etc

Inflation seems to be running out of control, because ppl get gold for everything, while most of the precious loots cannot be traded (ascended?!)

In GW1 each dungeon run was profitable, without ruining the economy. If you didn’t get a “rare” weapon, you got a valuable amount of materials from the end chest (Not blue and green salvagable materials with close to zero value). Meanwhile trash mobs also had the chance to drop valuable things, so you were motivated to START the dungeon, not only to finish it. Check the loot table of this Aatxe http://wiki.guildwars.com/wiki/Bladed_Aatxe

To prevent ppl from whining about RNG, there should be a number of fixed loot in the end chest and a number of random loot, both of them should be worth running that dungeon. →e.g. wupwup armor chest could be sold (not for a couple silvers to merchant) on the trading post.

If you worry about your gold income, please check how much gold do these worth http://wiki.guildwars2.com/wiki/Aetherized_Nightmare_weapons