After chatting and speaking with several friends, i got a list with suggestions for a possible new dungeon.
1: Make us feel needed.
-Although I like GW2 story, the way that is told is somehow awkward. Caithe, Logan, their group… doing everything and we are just tagging along to give them the credit. It’s ok, it fits right, but eventually you realize that you are one of the extras in the movie, and we’d love to be the main character.
2: Teamwork over zerkers.
-The game has a lot of world events, dragons, WvsW and a big amount of PvE content. That’s enough content to go Solo and have fun with your build, but when it comes to dungeons, what people expect is to work with a team, not solo.
-Right now, the way most of the dungeons works let the players skip a big amount of enemies, not kill everything, skip even bosses, exploit so many others, skip cinematics and cutscenes and do rush run just because they want the reward and they don’t want to enjoy the inmmersion of being in a dungeon. They also kick people if they are slow or they don’t stack.
-With the last dungeon changed, Twilight Arbor Aether path, Anet seems to finally fix all those problems.
[Fixed skipping enemies and bosses]: The sections got “doors” or checkpoints, and they won’t be open unless you kill all the enemies in the section before that.
[Fixed cinematics and cutscenes]: You can’t skip the cutscenes in there, so… everyone is on the same timing, the group don’t need to wait for the newbie because everyone needs to wait the same amount of time. That also fixes the people kicked out because they wanted to watch a cinematic.
[Fixed Stacking]: Well, although this is not 100% fixed, this dungeon completely encourages players to get different roles and not following 1 person. The oozes room needs 4 different roles and split into 2 small groups. Stuff like this makes the teamwork worth and it creates bounds with other players.
[Fixed needed proffesions]: In TA Aether every class is useful. Doing oozes with guardians and mesmers is perfect. Killing Spur by ranger’s bears tanking him in melee, or necromancers miniones is perfect. Warriors and thiefs for final boss are wonderful. Engineers and elementalists are really nice in the whole run trash pulls and bosses.
I have never seen (in more than 50 pug runs), a kick because someone was the wrong class in TA Aether. It’s wonderful.
[Fixed rush runs]: Aether takes more than 1 hour usually, wich kicks away all the people that wants to do rush runs and get easy rewards. That’s brilliant, because everyone joining Aether expect to be there for a long time, to create a bound with other players and to have fun, ’cause even dying there 10 times is fun sometimes.
[Fixed re-playing]: TA Aether has it’s own achievements inside the dungeon. You can get all them in 1 run, but the odds to complete that is really low. Usually my groups take 2-3 or even 5 runs to finally complete all the achievements. That gives to the players a good reason to go there even if they don’t need the rewards from the chests. On each run, they always have something challenging to try. There is even an optional 10 minutes event after final boss! awesome.
3: Crowd Control over DPS.
-There is so many DPS races with timers in GW2, but a dungeon shouldn’t be. A dungeon is suppose to be where players work with each other to be creative with an strategy that works, instead of just “hit that”.
-We need more crowd control fights where we need to sepparate enemies from each other. More crowd control where we need to actually keeps enemies Alive and not dead, to be careful with Areas and focus on single damage. More positional awareness and less stacking and killing strategies. (Maybe give enemies an aura of damage, or people disease that spreads on contact, in that case if too many enemies are on the same place, everyone dies).
4: Mechanics are everything.
-I’ve seen so many times special skills of bosses that people completely ignore because of a damage burn against a column or wall. The mechanics are there to be played with them, not to ignore them. Sometimes the group must be put under pressure, such as happens in TA Aether last boss. The mechanic there: “if you don’t stop the buff of the boss before it gets to tier 30, your entire group dies” is brilliant. The group actually needs to STOP fighting when the boss is buffed and move as a team near the hologram to explode it right in the boss face.
-Mechanics should be something to have in mind always, and dying in a dungeon, a complete wipe, should be the usual. A succesful run with no wipes seems to me like something really bored.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
(edited by Elrey.5472)