To much emphasis on trash mobs?

To much emphasis on trash mobs?

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Posted by: Charak.9761

Charak.9761

The stream came up for the new TA path, and literally the first 25mins of the dungeon was just killing trash mobs. Their one ‘puzzle’ room was just killing a bunch of fire elementals.

Trash mobs just promote skipping, they offer no value to the overall design, it was mostly to tie you into make the dungeon ‘feel’ longer. In truthfulness any dungeon longer than 20mins to complete is a poorly designed dungeon, and almost sees no replay-ability.

Maybe it didn’t help they had an odd setup, condition mes, 2 support guards, and a non d/d ele, but from the available scenes, it felt like forever to clear out some of the trash.

To much emphasis on trash mobs?

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Posted by: Lucky.9421

Lucky.9421

Yeah I would prefer the dungeons be just puzzle rooms and boss fights. Open world has plenty of trash mobs.

Keep it short and sweet.

PS – OR if that makes the content too condensed, just have each trash mob be regulars with some one or two veterans thrown in. Instead of an mix of silvers and bronzes(not the same as vets).

(edited by Lucky.9421)

To much emphasis on trash mobs?

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Posted by: Charak.9761

Charak.9761

Here’s the twitch link for the broadcast recording for TA

http://www.twitch.tv/guildwars2/c/3014013

To much emphasis on trash mobs?

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Posted by: Kaphei.7096

Kaphei.7096

In truthfulness any dungeon longer than 20mins to complete is a poorly designed dungeon, and almost sees no replay-ability.

Get out of here. Please.

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Posted by: Lucky.9421

Lucky.9421

Get out of here. Please.

I would say 30-45 minutes. You can always do 6 different dungeons in a night if you want to play for 3 hours straight. So people have stuff to do.

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Posted by: Vol.5241

Vol.5241

Yeah I would prefer the dungeons be just puzzle rooms and boss fights. Open world has plenty of trash mobs.

Keep it short and sweet.

PS – OR if that makes the content too condensed, just have each trash mob be regulars with some one or two veterans thrown in. Instead of an mix of silvers and bronzes(not the same as vets).

and then queue the whining threads from players who don’t like puzzles

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Posted by: Shiren.9532

Shiren.9532

If the new path is substantially longer than the existing 2 (which it appears to be) and it doesn’t allow skipping (which was stated to be the case – something I strongly support) it will not be run if it offers the same rewards as the other two paths. If the aetherised weapons only drop in the new path, it’s another testament to ArenaNet’s design philosophy where the carrot dictates content.

I think Molten Facility was a little too long compared to an enjoyable explorable path. If you take out all the skipping in short explorable paths they are actually fairly enjoyable experiences.

I strongly support fighting trash mobs. In many cases (TA being one of them) they are more interesting than a lot of the bosses. They dumbed down boss combat so that control skills like snares and stuns are almost worthless, but with trash mobs those skills shine. An AoE snare on the knights or wolves saves a lot of people, as does Glyph of Storms in earth attunement. A knock back or stun on the knights also greatly helps. That level of combat depth doesn’t really exist with boss mobs, but against trash it’s really rewarding for players who want to do something other than stack melee and DPS.

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Posted by: Lucky.9421

Lucky.9421

and then queue the whining threads from players who don’t like puzzles

Haha, good point. You can’t please everyone. -.-

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Posted by: Charak.9761

Charak.9761

There has to be a limitation to dungeon length, it needs to reside on the time-reward chart. If you put in more time but the reward is not equal, you risk dropping of this chart line and people will just not run it. Why do you think cof p1/p2, ac p1/p3, coe p1, se p1, arah p3 are more popular then other dungeons? They are all doable in under 20mins. They follow the time-reward structure. Why spend an hour in one dungeon, when you can do 8mins in another for the same rewards?

You can’t just ask for longer dungeons, if the demographic has no need to do it. You would end up making a dungeon who value is played through once, arah p4, and never again because of time-consumption.

Some of the longer dungeons are doable by cutting down the resource time by mob-skipping, which confuses new players and frustrates the older ones carrying them through.

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Posted by: digiowl.9620

digiowl.9620

If they want people to stop and kill the mobs, said mobs need to tie into the dungeon loot somehow. Observe how invasion mobs gets farmed for hours because of the loot to be had, while dungeon mobs gets skipped because there is no loot to be had.

ANet, stop looking as you game statistics and look at risk/reward psychology.

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Posted by: Breaking Bad.6241

Breaking Bad.6241

I am more worried that we will have to listen to 10 minutes of unskippable NPC dialogue every time. On the first run it will be OK but imagine after 10+ runs. Nobody will be interested in the story, they just want to play the dungeon.

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Posted by: xLiveLucidx.5071

xLiveLucidx.5071

I’m not sure if you meant anything bad by what you said about elementalists, but as an ele who has a pretty firm grasp on the profession, I have to say imo D/D is the least effective Weapon set in dungeons. S/D, S/F, and staff all provide better support through heals, boons and blinds/immobilize. D/D is arguably the best spvp set, but I’ve done better with S/D.

(edited by xLiveLucidx.5071)

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Posted by: skullmount.1758

skullmount.1758

I’m not sure if you meant anything bad by what you said about elementalists, but as an ele who has a pretty firm grasp on the profession, I have to say imo D/D is the least effective Weapon set in dungeons. S/D, S/F, and staff all provide better support through heals, boons and blinds/immobilize. D/D is arguably the best spvp set, but I’ve done better with S/D.

I second this one.
I’ve only ever used the staff in dungeons (and fractals) and its worked out wonderfully. I’d never go d/d in a dungeon (partly cause I don’t really like the skills), I’d rather be farther back laying down combo fields.

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