(edited by Chamber.3690)
Not challenging enough?
Fair enough, but it’s difficult for the devs to keep up, when there’s many like yourself who understandeably want more challenging content and many other threads asking for (equally understandeably) the exact opposite. They wont please both parties – it’s finding the balance. I think they do that rather well personally.
There’s a lot of these threads popping up, I’d like to see more actual suggestions of how to achieve these goals for both parties (granted I appreciate it’s 2am, my brain doesn’t work at this time either )
I think they should just understand that there has to be some content that only the hardcore/skilled players can do. They can’t just let noobies go faceroll everything, if they want to do the challenging content well kitten it they should try and improve in gameplay then. And btw I added u sort of suggestions on how we could make things more skillfull. I especially like my idea of how other people need to step in to help others some times thingy thong.
Try doing missions on hard mode and come bac……oh wait wrong game
Yeah… the only somewhat challenging zone is high level fractals, the remaining 15gb of the game is just flavor content to lvl up / get exotics from a challenge perspective.
I’m pretty sure a single trash mob of GW1 like this can clean up all world of GW2 without dying.
You had to carefully pick every pull, which would contain a prepared team of different classes with a good skillset.
It’s good to have a cool living world but we game for challenges else we would go birdwatching.
I find the OP to have contain some interesting points specifically about the dungeons and fractals. Since the tweak to dungeons, and with the recent dungeon experiences which I can recall from- the dungeons still posses scaling issues to the majority of group (either overly challenging or not challenging at all). I would agree with the solution (inferred by the posts above this post) of adding different difficulty levels with dungeon. It’s simply an ideal and also non-practical to derive a constant level scale for each dungeon., for any given reason to do so – it’s not easy to see from the players point of view and most of our experiences (ie. players consider many dungeons to become boring very quickly with a non-differentiable difficulty scale).
EDIT: Avoiding confusion above, I’m not proposing any solution, rather (@Anet) I’m thinking about what the type of dungeon scaling will result in common failures in most MMO dungeons (ie. trying to put a ‘balanced level’ for dungeon difficulty commonly points towards the wrong direction of approach for dungeon balancing).
(edited by FluffyDoe.7539)
Simple things amuse simple minds.
The majority of the population just want to be rewarded with as little effort as possible. They want to be told that thier a hero.
Which is pathetic if you ask me.