(edited by pullnointer.1476)
we want Robert Hrouda back.
I would love it if the put the team responsible for the Frost n Flame conclusion dungeon to be put on dungeons permanently! That was actually a ton of fun, I also liked the original plan for Sub Director Null, why nerf him into the ground turning off his other 2 modes and letting any mines work made the fight trivial. Both of these teams did GREAT on encounters:)
Molten Facility good. Subdirector Null bad.
Get rid of arbitrary insta death mechanics, get rid of gimmicks (anything where I have to switch out my weapon for an environmental weapon, or have to use switches and other bullkitten), get rid or arbitrary traps (lasers, rocks, ceiling/floor traps), unleash trash mobs- no more running past anything.
Anyway, it’s obvious the senior developers are working on something else. Whether that is an expansion, some mind blowing (or not) new content, or a totally different game is anyone’s guess.
(edited by killcannon.2576)
Every time I read a thread from the community requesting a certain Dev to return I can’t help but think the OP is the Dev in question.
No. Unless you want KD spam on every mob and ghostbuster type consumable type gimmicks on every boss instead of straight up combat.
And no to anti skipping. Mobs were leashed in Guild Wars 1 so why should they be unleashed in GW2.
And no to bosses who are invulnerable to everything but some stupid gimmick.
(edited by Khal Drogo.9631)
get him on dungeons again, we haven’t had a single dungeon change since ac. this is getting ridiculous.
Uh have you seen how popular the AC dungeon changes were? not very, very few even enter the place anymore, i think AC was a failed experiment big time…
All Guildwars 2 dungeons are frustration and tedium, but AC has a special place in them all now..
yeah i miss ac as it was back than. it was good for leveling, fun to do and a nice starting dungeon, now is… well now isn’t!
i hated subdirector null, i think it’s cheap to add as a difficulty a mechanic that slowly kill you not because you failed a dodge or something, just arbitrarily, so you have to nuke the boss as fast as you can. Same goes for mobs like karka queen that fails only because it’s on a countdown!
the fight was nice as it was but they have to add a timer to make us all fail it (karka queen in my server is up since weeks).
Join the Rainbow Pride
get him on dungeons again, we haven’t had a single dungeon change since ac. this is getting ridiculous.
Uh have you seen how popular the AC dungeon changes were? not very, very few even enter the place anymore, i think AC was a failed experiment big time…
All Guildwars 2 dungeons are frustration and tedium, but AC has a special place in them all now..
Because there are more easier dungeons than it. CoF… CoE…
Now, if all would be revamped, people would “flock” lower level dungeons again – unless the players now evolved into brainless husks who doesn’t/could not do/could not adapt to hard/challenging contents.
I have ran AC because I am levelling my Ranger – most PUG suck. Doesn’t know how to dodge – even forgetting to talk to NPC to choose path sigh.
All my AC runs this week we had to skip Kholer since everyone seems to be – well – dying.
Every time I read a thread from the community requesting a certain Dev to return I can’t help but think the OP is the Dev in question.
yes I’m a dev CUZZ. now worship me.
Molten Facility good. Subdirector Null bad.
Get rid of arbitrary insta death mechanics, get rid of gimmicks (anything where I have to switch out my weapon for an environmental weapon, or have to use switches and other bullkitten), get rid or arbitrary traps (lasers, rocks, ceiling/floor traps), unleash trash mobs- no more running past anything.
Anyway, it’s obvious the senior developers are working on something else. Whether that is an expansion, some mind blowing (or not) new content, or a totally different game is anyone’s guess.
they are working on living story. all of them. i know for a fact that Robert does too
get him on dungeons again, we haven’t had a single dungeon change since ac
The change to AC didn’t really improve it. The Graveling Scavengers, for example, went from being an example of how to counter a foe using skills available to each profession, to being a high defense/low damage enemy relying on an uncounterable mechanic to be an annoyiance, not something fun to kill.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
Is Robert Hrouda no longer at ANet, or did he just get assigned to a different department or something?
Is Robert Hrouda no longer at ANet, or did he just get assigned to a different department or something?
He’s still there and he’s still a content designer. His forum profile was active within the past 3 weeks.
Sorry, he’s to busy fighting for the ecosystem in the Akk Wilds.
-ArenaNet
get him on dungeons again, we haven’t had a single dungeon change since ac
The change to AC didn’t really improve it. The Graveling Scavengers, for example, went from being an example of how to counter a foe using skills available to each profession, to being a high defense/low damage enemy relying on an uncounterable mechanic to be an annoyiance, not something fun to kill.
dunno, I haven’t run ac before the patch. however the fact that we get nothing atm because noone is working on dungeons is infinitely more depressing
Is Robert Hrouda no longer at ANet, or did he just get assigned to a different department or something?
Pretty sure he is working on the living story stuff
Molten Facility good. Subdirector Null bad.
Get rid of arbitrary insta death mechanics, get rid of gimmicks (anything where I have to switch out my weapon for an environmental weapon, or have to use switches and other bullkitten), get rid or arbitrary traps (lasers, rocks, ceiling/floor traps), unleash trash mobs- no more running past anything.
Anyway, it’s obvious the senior developers are working on something else. Whether that is an expansion, some mind blowing (or not) new content, or a totally different game is anyone’s guess.
they are working on living story. all of them. i know for a fact that Robert does too
I guess that would fall under the (or not) then.
Anyway, it’s obvious the senior developers are working on something else. Whether that is an expansion, some mind blowing (or not) new content, or a totally different game is anyone’s guess.
This team did the dungeon justice and it was probably their first big dungeon in GW2? if it is then they got it right first time, their fresh eyes on creating this content has definitely set the bar for their main dungeon team, which is a good thing.
I’d rather they set the bar with other types of content as we need that talent in the games other systems as opposed to slapping them back onto dungeons, that way they’d help develop a benchmark for their other teams to follow and to eventually surpass.
they are working on living story. all of them. i know for a fact that Robert does too
Now that is quite interesting.
Where have you gotten this “fact”?
The only thing we know is that he worked on one of the EARLIER Living Story arches, but at the same time we also know that the living story teams change with every part of the living story, so it is fully possible that he no longer works on living story.
Krall Peterson – Warrior
Piken Square
get him on dungeons again, we haven’t had a single dungeon change since ac. this is getting ridiculous.
Uh have you seen how popular the AC dungeon changes were? not very, very few even enter the place anymore, i think AC was a failed experiment big time…
All Guildwars 2 dungeons are frustration and tedium, but AC has a special place in them all now..
AC got easier, the only difference between the old and the new AC is that the new bosses actually have mechanics you have to overcome (I know, shocking, right?). PUGs just don’t like to learn how to do it, so they don’t do it, or fall back to gimmicky glitches and exploits that make the boss take 10 times longer…
I like the new AC. It’s even easier than the old one. I think p2 endboss should spam a little less vulnerability when he’s invulnerable though. I don’t like that path that much either, and think the ghost buster mechanic (although pretty creative) is a little clunky.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
Who was it who invented the constant chain CC in CM? Whoever that was, make sure he stays gone!
Who was it who invented the constant chain CC in CM? Whoever that was, make sure he stays gone!
There is only a handful of places in CM that has that… And it’s just turrets that do it anyway. Bring some reflects, condi removal or stealth to avoid it and/or kill the turrets.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
Ah, reflect. The cure-all of GW2.
Ah, reflect. The cure-all of GW2.
Yes, using skills and their mechanics to overcome other mechanics… It’s so broken, right? I mean, like, how healing can counter low health? That’s so broken as well.
If you read what I posted though, you could see there are actually several ways to counter those turrets. Reflects is one of them. It might be one of the more effective ones, but if you’re so anti-reflect, don’t bring them.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
AC got easier, the only difference between the old and the new AC is that the new bosses actually have mechanics you have to overcome (I know, shocking, right?). PUGs just don’t like to learn how to do it, so they don’t do it, or fall back to gimmicky glitches and exploits that make the boss take 10 times longer…
Every non-COF speed run consists of 1) Stacking 2) Guardian Perma Protect + Group heal/support and/or 3) Mesmer Time Warp. COF P1 obviously doesn’t need step 2.
Is that exploiting / glitching? It is certainly much more efficient than relying on individual skill. I am not an elitist but sometimes I wish they used the guild bounty boss mechanics and stick them into dungeons. They do NOT use consumable gimmicks and still relies on combat, not just pulling X into Y location to make Z vulnerable or rely on shonky NPC AI.
(edited by Khal Drogo.9631)
yea i would like to see him promoted and back with a team
For the record, I’m a huge fan of every dev with the gonads to post on these forums.
Who is this we you speak of?
Who is this we you speak of?
all the ppl upvoting me cuzz. also the entire dungeon community.
Who is this we you speak of?
all the ppl upvoting me cuzz. also the entire dungeon community.
cool, having an entire communities support much be satisfying.
No. Unless you want KD spam on every mob and ghostbuster type consumable type gimmicks on every boss instead of straight up combat.
And no to anti skipping. Mobs were leashed in Guild Wars 1 so why should they be unleashed in GW2.
And no to bosses who are invulnerable to everything but some stupid gimmick.
I cannot +1 you often enough.
Who is this we you speak of?
all the ppl upvoting me cuzz. also the entire dungeon community.
cool, having an entire communities support much be satisfying.
yes it pleases me greatly
Every time I read a thread from the community requesting a certain Dev to return I can’t help but think the OP is the Dev in question.
Why would he WANT to come back to this job? What he’s doing now is a lot easier.
It also makes them more money as long as people keep buying these RNG boxes & limited-time recipes….
Hi everyone,
We appreciate your opinions here but in order to gather a proper feedback, please feel free to share your thoughts in this thread: https://forum-en.gw2archive.eu/forum/game/dungeons/last-developer-feedback-here-7-months-ago/page/3
And so, we proceed to close this thread.
Thanks you for your understanding