HoT needs a dungeon or 5

HoT needs a dungeon or 5

in Guild Wars 2: Heart of Thorns

Posted by: ProtoGunner.4953

ProtoGunner.4953

In my opinion dungeons in GW1 ware a lot more interesting then their counterpart in GW2, can anyone really compare Sorrow’s embrace to Sorrow’s Furnace? Is there any dungeon in GW2 the feel like Slavers’ Exile?
There is a huge repetition in the dungeons of GW2 the best example is Crucible of Eternity. Yes there ware problems in GW2’s dungeon design, the lack of actual mechanics and such, But i think that the team need to learn from it and create better dungeons with interesting stories, something like Shards of Orr or Vloxen Excavations. If Anet can fix fractals and create interesting living story chapters then in my opinion they can assemble a team that can create new dungeons, something that will be interesting and challenging, that have actual mechanics where enemies are vulnerable to traps or environmental damage in the dungeon, let the players use their brain and not dps damage sponges. I don’t really like fractals for me they feal like random portions of dungeons held together by paperclips , i cant even select the portions that i dislike and the story element there is very week.

In my opinion if Anet ware smart they would have changed the raid party from 10 to 8 give small parties the ability to use henchmen and call it retro dungeon, it would have made so many people happy.

Every new content can be considered as a waste of time, with this state of mind all anet need to do is sit on their laurels and let us do the same content over and over again.

What irony! The fact that the 18 dungeons in GW1 had a lot of copy paste areas. Most ‘levels’ of dungeons were just used in other dungeons. I remember how cheap that felt back then.

‘would have/would’ve been’ —> correct
‘would of been’ —> wrong

HoT needs a dungeon or 5

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Posted by: Henry.5713

Henry.5713

The thing I have always been looking forward to the most were possible future path additions for the old dungeons.
It was such an interesting idea to have an explorable mode with different paths to choose. They could keep it fresh that way while still saving some time not having to come up with a new design, all new enemy types, a new entrance area, etc.
Fractals work in a similar way as they found a good way to combined all of these mini instances. Though, the scaling gives them a huge advantage over dungeons as far as repeatability and accessability for all player skill levels is concerned.
Still, nothing would make me happier than a new dungeon team activily working on new dungeons and on reworks to old ones. They should not completely refocus to work on dungeons now instead of raids or Fractals however. Just a small and dedicated dungeon team would be enough.

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Posted by: Rhinala.1739

Rhinala.1739

I agree that many of the dungeons in GW1 had the same map layout but at least they had mechanics. In GW2 most of the dungeon paths are similar like CM, in path 1 and 3 while in path 2 you take a different route to story mode locations, and the worst part is that most of them don’t have any interesting mechanics, I can live with a somewhat cheep level design (traps and obstacles in GW1 ware a lot more interesting) but I find it hard to live with cheep mod design, GW2 have its share of a rather bad level design where the player take a similar route and fight the same enemies in diffrent paths of the dunegon
My suggestion was to take the best of all worlds and create new dungeons with mechanics similar to GW1 dungeons, where you can pull an enemy to a fire trap in order to let it burn, have the ability to use the surrounding area as a tool.

I think that GW2 should have a lot more dungeons there are locations that seemed like possible entrances to dungeons and it seemed like that idea was scrapped.

(edited by Rhinala.1739)

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Posted by: Ayrilana.1396

Ayrilana.1396

What mechanics in GW1 dungeons? You mean the keys?

HoT needs a dungeon or 5

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Posted by: Rhinala.1739

Rhinala.1739

What mechanics in GW1 dungeons? You mean the keys?

You need to kill the boss adds in order to kill the boss in Vloxen Excavation (don’t forget that the enemies in level 3 respawn every few min so you need to consider your actions because the enemies will respawn where they died), pulling the boss to the fire trap in Shards of Orr in the right time, fireballs in Catacombs of Kathandrax boss chambers, ice balls in Frostmaw’s Burrows (so much fun to pull the patrolling enemies to those balls) and a lot more that i cant recall, don’t forget that the enemies had a lot more skills like the Stone Summit Defender, Stone Summit Marksman, the marksman can res if you don’t pay attention to them, Charr Hexreaper, Skeleton Illusionist, those are only dungeon trash mob, show me an enemy that have this amount of skills in GW2. You needed to know what you fight and prepare for it, a build that will work in one dungeon can fail miserably in another, do that without the stupid meta builds and you have a treat, in GW2 enemies ignore the traps so you can’t use them to your advantage, i would prefer to pull the enemies in ascelon catacombs to the traps rather then destroy the traps, it would have been interesting to have the ability to do both.

(edited by Rhinala.1739)

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Posted by: Kelly.7019

Kelly.7019

Well sorry to inform you that the dungeon team was disabled years ago and that Anet are focusing on creating different scales of fractals

They need to hire more then 1 person for that. I forget the reason why new fractals didn’t happen on release of hot, but even since then almost a year what do we have… 1 yea i said ONE new fractal “Chaos” and several rebooted ones. CHAOS isn’t really new kinda they just took mechanics that were already done and combined them into a new one. Seems partly cheating and depends on how you define “new”.

Yo, Ho, all together, raise the colors high,
Yo, Ho, thieves and beggars, never shall we die

(edited by Kelly.7019)

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Posted by: Ayrilana.1396

Ayrilana.1396

What mechanics in GW1 dungeons? You mean the keys?

You need to kill the boss adds in order to kill the boss in Vloxen Excavation (don’t forget that the enemies in level 3 respawn every few min so you need to consider your actions because the enemies will respawn where they died), pulling the boss to the fire trap in Shards of Orr in the right time, fireballs in Catacombs of Kathandrax boss chambers, ice balls in Frostmaw’s Burrows (so much fun to pull the patrolling enemies to those balls) and a lot more that i cant recall, don’t forget that the enemies had a lot more skills like the Stone Summit Defender, Stone Summit Marksman, the marksman can res if you don’t pay attention to them, Charr Hexreaper, Skeleton Illusionist, those are only dungeon trash mob, show me an enemy that have this amount of skills in GW2. You needed to know what you fight and prepare for it, a build that will work in one dungeon can fail miserably in another, do that without the stupid meta builds and you have a treat, in GW2 enemies ignore the traps so you can’t use them to your advantage, i would prefer to pull the enemies in ascelon catacombs to the traps rather then destroy the traps, it would have been interesting to have the ability to do both.

Most of that has to do with the enemies themselves which was no different than elsewhere in the game. Unfortunately GW2 was made with the novice player in mind (in my opinion) so what we got was something where the only skill you needed to know was your auto attack. That’s slowly been changing.

Pulling the boss to the fire traps helped but was no necessary to beat it. The fire/ice balls were insta kills I believe. It’s been awhile since I ran those dungeons. I’m pretty sure a lot of players wouldn’t appreciate those which again brings back what I mentioned about subjectivity.