What will happen to dungeons now?
They started reworking them years ago, then after the first one they dissolved the dedicated team. I won’t be surprised if they outright remove explorable modes at some point.
Die. like they´ve been for years.
Well, unforunately the only thing the majority of this community seems to be concerned about, is loot. Any aspect of the game is measured in the amount and value of loot you get out of it. Doesn’t matter where you look: PvP, WvW, Dungeons, Fractals, it’s all about loot. Which is weird, because gear progression after level 80 is next to nothing in GW2. For good reason.
However, I just want to say: For me it’s not only about loot. I want strategic gameplay when I go PvP and WvW. And I want to be demanded when I go into a dungeon or a raid.
Since I play my Ele as Tempest, dungeons are a boring easy mode. And they were nerfed more and more over the years, not just yet. ArenaNet stated dungeons shall be challenging when GW2 was released. Look what we got today. The new classes at level 80 are completely overpowered in the old content.
You want to know how you get dungeons where farming is not overpowered? Make them difficult, as they should be! That eliminates cheap speedrun farming.Hell, there would be so many ways to do it, but just nerf them and make them boring is the worst you can do:
No new player will find a group for any dungeon now. No highlevel player will help new players to get their story mode dungeons done. Dungeons will become the boring part of the personal story.I bet, that is what you get if you don’t rework them. I want a rework, this nerf can not be the solution.
Well, I’ve played the game for 3 years and helped four new payers through AC yesterday night, three of which were below level fifty :s Don’t know if you can say “No high level players”. And don’t forget we have guilds dedicated to helping and teaching players the dungeons.
A re-work might have been nice, but the original dungeon team are no longer a part of Anet, so they shifted the focus of challenging group content towards raids instead.
Also, dungeons were challenging back at launch, and for quite some time afterwards. There was a constant stream of player complaints about the difficulty. Remember when ‘TAFU’ threads were kind of a running joke in the Dungeon forums? Players just got better at them eventually, which is a good thing. Content that is consistently difficult tends to be avoided, and run only by a very small group of elite players. Many of them value that sense of exclusivity, but there isn’t enough endgame PvE content to justify that type of design, imo.
Either way, you can still find PUG groups for most dungeons quite easily if you’re willing to create your own listing and wait a while.
Fractals are the new dungeons.
Raids will become the new “hardcore” content
Dungeons are no longer being developed (ie they wont get changed)
So yes, you are correct when you say “dungeons will become the boring part of the personal story”. And honestly, thats a good move imo. Dungeons are too broken to have them waste 6 months fixing all of them and trying to rebalance the rewards for the rest of the game. Better off abandoning it and moving on to new stuff.
Content that is consistently difficult tends to be avoided, and run only by a very small group of elite players. Many of them value that sense of exclusivity, but there isn’t enough endgame PvE content to justify that type of design, imo.
Which of course is entirely the audience the new raid is aimed at .. the elite 5%.