Rising Frustration due to Dungeons, content, etc
And as was just handily demonstrated, the community doesn’t tend to inspire one to stick around in the face of frustration.
A shame fun things could not simply be fun.
I do agree that dungeons are relatively poorly design. More often then not, its pure swarm or mass hp/dmg. Yes, it is more challenging without designated tank and healer, but I’d much rather see interesting, coop encouraging mechanics (2 players fight mobs, others do something else, dodge/position style fights, focus on interesting boss fights) then what I have seen.
On the other hand, I have seen a fair share of players enjoy the exp modes for what they are. More power to them, I just don’t run the dungeons. I don’t need to ;P
I have commented on the DR=can’t farm claim enough in the two other DR-related topics, so here I’ll just sum it up by a simple “you are wrong, there are many feasible ways to farm money and other stuff”.
EDIT:
And as was just handily demonstrated, the community doesn’t tend to inspire one to stick around in the face of frustration.
And by no means they should be supposed to, barring that conclusion comes form a single random post.
I don’t have issues in dungeons, try asking advices for a good build and concentrate more, take the most out of yourself and your character.
Note that your team also plays a big factor.
You can be the best player of the game but you’ll die a lot if your team is made of signet Warriors, afk autoattack Rangers, mono-attunement Eles and whatnot.
Take note of these factors when going into a dungeon, make sure they are all dealt with.
PS: Yes btw, dungeons are not 100% fixed yet.
Make sure you report anything abnormal (in detail) in the bug report forum.
@OP, I was getting really frustrated with dungeons at first too. As another poster said, your team really has to work together. Here are a few tid-bits of knowledge I’ve gleamed after playing a few of them.
1) If someone dies, multiple people should pitch in to get that person up asap. It makes a big different.
2) A group needs to take its time planning out pulls a lot of times. In some dungeons, the mobs come mixed from normal to silver (more hp) to gold (even more hp). Setting an initial kill target and getting all the lower hp ones down fast can really make things easier.
3) Depending on the setup you can often times get the melee mobs to chase you out of range of the ranged mobs making it significantly easier to reduce group damage and focus fire down individual mobs.
After playing EQ for 4 years and wow for another 7 its become apparent that those games don’t play like this one. Rules such as aggro, leashed mobs and mobs that auto reset aren’t necessarily rules in this game. Understanding gw2 isn’t wow and that the group needs to look at things from other angles makes a difference.
4) When you are setting your own character up, try and take several defense type abilities as well as crowd control type abilities. A lot of people are really use to taking all dps abilities thinking it will suffice. It won’t here.
ex. On my ranger I’ve found that my aoe snare that I can ground target with and my another trap that causes mobs to be snared can really help myself and my teammates kite mobs around while still damaging the focus mob (always have a focus mob, they die so much faster).
Just keep at it and try and remember the cool people. When you play with the same people multiple times you’ll learn each others patterns and generally start to work more effectively with one another.
Good luck.
AN has poor Dungeon design? I did two last night and they were amazing! This game is amazing. I’ve put 160+hours into it and only level 51. I love exploring the land and finding new things to do.
I admit I thought dungeons were poorly designed too, and they certainly aren’t perfect in some aspects, but it is heavily dependent on your party members and their playing style.
If you go in with a bunch of members new to dungeons who have all gone glass-cannon builds and are used to doing minimal to no dodging, you are going to get wrecked pretty quick.
The key is teamwork, revive your members immediately, try to have healing skills that heal the party if you do. Don’t ignore defense, and don’t ignore your enemy’s attacks, they can easily be dodged if you time it right, or just go hide behind a pillar. You don’t have to stay in the fight, if you need to refresh and avoid dying, get out briefly. Your party members can keep the damage going, and you can get yourself back up to health and keep fighting. You never want to let anyone, including yourself, go into a downed state in a battle, survival first is how you get through.
I’ve had horrible parties in dungeons and it shows, and I’ve had skilled parties in dungeons and we breezed through them. Just give it time, keep trying other parties, and get better at dungeons through experience. That’s all I can really say~.
The first dungeon I did was AC explorable with my guild. It was a mess. Everyone broke their armor and we absolutely couldn’t get past the nest section. We quit and lost a bunch of money.
I just completed CoE explorable yesterday. It was my first time doing that dungeon (at all, haven’t done story) and it’s my 3rd dungeon overall. I completed it without damaging my armor (outside of the laser jump part which after 5 deaths I figured out that I could just port past all of them).
I absolutely love the “1 hit” mechanics of both dungeons. The “whirling” boss in AC and subject Alpha are my favorite parts of both dungeons. Once you learn to play, dungeons become fairly trivial. I’m tired of content that allows you to invite grandma so everyone can do it. If anything make dungeons harder. Make the rewards better. Make entering these harder dungeons with a less then full party have even better rewards. Make the trash mobs frighting!