To much emphasis on trash mobs?
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)
Here’s the twitch link for the broadcast recording for TA
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.
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.
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
[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/
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.
and then queue the whining threads from players who don’t like puzzles
Haha, good point. You can’t please everyone. -.-
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.
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.
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.
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)
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.
Please give us a keyring…