Q:
Why aren't you adding new dungeons ArenaNet?
Probably because a lower % of the player base actually plays them. So money spent to develop them are not “worth” it, I guess.
You’ve posted this in multiple subforums. They’ll only be merged and re-directed
From what I understand they dissolved the dungeon team, so we aren’t likely to see more in the foreseeable future.
My guess, speculation I’ve always held, was that the dungeons did not attract the crowd they thought they would. Intending them to be primary endgame content, when the majority ignored them (for whatever reason, simply too hard, too much work for the reward offered, too much grinding for the skins [23 runs for 1 set of armor], I heard many reasons for avoiding them) they had to find content that the aforementioned majority considered “endgame” content.
Dungeons were subsequently abandoned (more or less)
The biggest problem I saw with them (likely stemming from such drastic team separation) was that they were so functionally different from the rest of PvE, everything was so much harder, more health, more defense, etc.
You could do really well in open world and feel competent with your class only to hop in a dungeon and get taken to pieces (even the first “beginner” dungeon).
And a lot of it (the majority IMO) was just artificial difficulty anyway, each mob had tons more health, did more damage, everything and their mother had knockback/down.
Horrible lack of actual mechanics. CoE, don’t remember which path, but one of the Subject Alpha fights is just one long dodge timing exercise, as he used a nearly room filling one shot skill every x seconds. Miss one dodge and you’re dead, there’s not enough time to rally, and once one or two are down there’s not enough DPS and it’s a wipe.
It’s not “challenging” it’s an exercise in tedium.
If new dungeons would just be more of the same I’d rather they spent their time on other things. But that’s just me.
There is absolutely no evidence to support that it would.” -AnthonyOrdon