Showing Posts For Argistrin.3597:

Could we get some NEW Dungeon Content Please?

in Fractals, Dungeons & Raids

Posted by: Argistrin.3597

Argistrin.3597

It’s been five years since the launch of our beloved Guild Wars 2, and in that time we’ve had only the at launch set of 9 dungeons. Nine Dungeons. Nine. That’s it. Oh you have different “paths” But they’re all the same singular dungeon. They were great at launch, but it’s been five years. Five years. Now, if I recall the original dungeon team was canned right after launch and really there’s been little since but a few bug fixes… And lets be serious here… only a few. Spike Trap Switch #1 in Ascalon Catacombs I’m looking at you.
Now, that being said, since the launch of The Secret of Southsun Living World update it appears that all 5-man content has been shuffled off onto Fractals. Fractals are fine. I’m not here to complain about Fractals. Fractals are an aggressively competitive and difficult 5-man wallapalooza of fun for those that enjoy them. But they’re not dungeons. They don’t have an engaging or intrinsic part to play in the lore, nor do they offer the same type of rewards, or offer the same opportunities and level of enjoyment.

I feel that ArenaNet, has been pushing content out like never before, and yet… there’s the elephant in the room of an entire section of the game that’s been neglected profoundly.

And Here’s the real rub. Each new instance of the living story season 3, provided us with all manner of updates to various aspects of the game and even introduced entirely new maps for players to progress on. But, these were all potentially missed opportunities for adding a new dungeon and new armor and weapon selections to the game.

Take a step backwards with me and imagine if we had had an instance with ONE path in each section of season 3. Perhaps a Whitemantle citadel in BSF, a Skritt Pirate Cavern in EB, a Sons of Svan Ice Castle dungeon…

I’m just spit-balling here, but I really do feel like we’re loosing out on 5 man content, and I’d like to see that change. I’d like to see the players CHALLENGE ArenaNet. I know They can do it, they are if not the best, very close to the best in the entire business.

What are your thoughts on this 5 year span of content drought on the dungeon front?

Mawdrey Love

in Living World

Posted by: Argistrin.3597

Argistrin.3597

Mawdrey needs the nomad stats added to the drop down choices. If you’ve already got an ascended back peace, Mawdrey, as cute as she is, seems superfluous. Adding the choice of Nomad stats to her, would make her worth grinding for just to have that uniqueness in your collection. Otherwise, she’s just a skin and a massive gold sink. It also, wouldn’t hurt if the she occasionally shouted out with an audio clip “FEED ME!” Just because.

Pain Inverter not working with Vengeful?

in Asura

Posted by: Argistrin.3597

Argistrin.3597

I’m told from a guildie that Pain Inverter’s Retaliation buff isn’t extending by 25% when taking the Vengeful trait as a Guardian. Is this a thing? Is it Broken? What’s up with this or am I completely miss informed?

I want to "Tank it like a boss"

in Guardian

Posted by: Argistrin.3597

Argistrin.3597

Here’s the build I use for being tanky.
http://www.guildhead.com/skill-calc#mcccMV0zMmrnRmmrnRm0axx0Mzsbcka
I’m wearing full Sentinel gear, with 5 runes of the soldier, 1 random other vitality rune.
My main hand weapon runs a superior sigil of life, and my off hand runs a superior sigil of energy. My alt weapons I use scepter w/ superior life, Focus with Superior energy, or I sub in a staff when I’m doing wvw or lots of pve running.
Generally though, aggro isn’t something your going to have too much of an issue with, if you’re supporting people the way your supposed to, and you’re overly aggressive (first to the fight in most cases) you’ll be alright.

LFG Cursed Shore Karma Farming

in Dynamic Events

Posted by: Argistrin.3597

Argistrin.3597

Currently I’m stuck farming queensdale, since that’s where everyone is karma farming on my server. It’s slow, and tedious at about 1/4th the karma of Cursed Shore events. Cursed Shore is a no-man’s land right now over here. And even at +80% karma I’m getting almost nothing.

LFG Cursed Shore Karma Farming

in Dynamic Events

Posted by: Argistrin.3597

Argistrin.3597

Anyone got a large group farming Cursed shore events today? Post your server and I’ll Guest join yah, plz and thank yah.

best boss encounter ever

in Flame and Frost

Posted by: Argistrin.3597

Argistrin.3597

The F&F dungeon is what your other dungeons should aspire to be. The mechanics for even the trash pulls were spot on, let alone the interesting and technique based boss battles. The dungeon was innovative, the boss fights were the best you’ve done anywhere in the game so far, and it really shows. I think the most important factor is that it was fun. If it’s not fun, then having a high or low difficulty is pointless. I’d rather have dungeons like this with a difficulty scale, then the dungeons you currently offer us.

The sentinels gear introduction also deserves a big thank you ArenaNet. It’s about kitteny time.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Argistrin.3597

Argistrin.3597

Small guilds = no progression at all with the new system.
That’s pretty much the sum of it. If you’re in a small guild, your not getting the guild bounty done unless your lucky.
I’m fairly disappointed by this turn of events. After our guild pounded our collective head against a wall to try and 5 man the guild bounty down 3 weeks ago or so, 2 members of our group haven’t logged back on since. so… yeah…
And the guild bounty hunter training is pointless. If it doesn’t offer guild commendations or merits its not helpful. so, I suppose our options are hang our heads in defeat or join a larger guild. (what happened to playing the game our way? did that plan get left on the cutting room floor?)

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Argistrin.3597

Argistrin.3597

Well, My tiny guild of 4 active players and 18 inactive or active once a month players, went and tried to do the bounty today… It sucked. After having spent money to buy gems to buy influence because, frankly, we’re a small guild and we would never have unlocked it any other way, we quickly learned what a giant kitten sandwich guild bounties are. First off, scouring an entire map with a handful of people with a 14min timer ticking away as you hunt for a mob, isn’t fun… in the slightest. In fact, we didn’t even find the first one, until around 20min AFTER the timer ran out. And I had the wonderful joy of hearing my good friends exclaim “kitten-this, I’m not doing this anymore, this is stupid.” to which I can agree… It is stupid. There’s no direction to this activity, a larger guild may have no problem at all FINDING the mob, after all with numbers all you would need to do is fan out. But for groups of our size, this is nothing more then a gold dump where we pour cash/gems/gold/energy/resources/time into buying influence just to keep beating our heads against a wall, and frankly If my guildies or myself wanted to spend our game time doing remedial and repetitive grinding… we’d still be playing wow. Seeing as how one cannot progress into the other guild mission trees without doing guild bounty… we’re never going to advance, and we have no desire to after seeing how dissatisfying and un-enjoyable the first rung on the ladder is. Playing the game “your way” only seems to work if you want to be ikitten00+ guild. For everyone else, it’s sorry about your luck.

MinionMaster - Builds and Tips

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

Still running my main as a p/t/v dagger/focus & staff MM necro (20/0/30/20/0), since launch, I’ve got 6 level 80’s and its still my favorite. All this patch did, was make it even more fun to play. I still do moderate damage, have plenty of options, and can take a ridiculous beating. If anyone is complaining about minions today, I have to ask, why aren’t you just playing a ranger? Minions take a beating and go boom, just EXACTLY like they did in the previous game. Minions are NOT a class mechanic and there for do not start at a substantially higher survivability level then a Mesmer clone. This is called balancing the classes, and it’s usually the number one thing complained about on mmo forums. Any complaints that minions are “fail” are pointless, selfish and undeserved, as many Minion Masters are still out there doing just as good if not better then anyone else be they dressed in berserker, rampager, carrion. knight, or soldier gear. The only issue’s we face, is showing people the unjust stereo-type placed on us and the class, is ridiculous.

New Living Story Achievements

in Guild Wars 2 Discussion

Posted by: Argistrin.3597

Argistrin.3597

I’m going to give some feedback to ArenaNet here. And I really don’t want to be negative, but somethings will be said. First off, being told to go to home city, then to LA, then to home city, then back to LA… yeah, I thought circular logic was only for people suffering from cognitive dissonance these days, but apparently not. Second, the events, although a nice improvement and with little wait between them are two few in number. You may want to add more to the zones if you want people to go back around through them and see stuff they might have skipped. Thirdly, the lost and found achievement… after five hours of combing wayfairer foothills, then being reduced to having to youtube the answers, and even them not working = waist of my time. I don’t like wasting my time, i could have spent my time on your game, literally doing anything else and it would have been more constructive, in fact, I could have logged off and watched paint dry and I would have done something more meaningful. If you want a scavenger hunt achievement people can’t just “look up” the answer to, here’s a few tips to keep you from failing to produce enjoyable content in the future: Start with bread crumbs, insert a random critical thinking element (20 or so possibilities for what that element is, is a good start if you hate youtubers), toss out a single clue with no bread crumbs, add a maguffen, new critical thinking challenge with a different set of elements from the first, bread crumbs and your done. People will have enjoyed the challenge, and the story-like feel to it. AND it wont be another “hey there’s an item somewhere in this zone… maybe…possibly not… we might patch tomorrow and remove it. we don’t know yet.” All of the “NEW” guild stuff / loot / class fixes are cool and all… but some of us actually were more excited about the whole living story, and the possibility of gw2 becoming somewhat like a persistent world with an ever changing story and events. But its clear, the living story aspect as it is right now, is just frustrating and boring busy work. From a objective perspective It seems like you’ve put that aspect on hold so as to continue slipping in a form of gear progression so that you can maintain your ex-wow player base (who love that pointless and endless treadmill of busy work). Just speculating here, since what I experienced so far was so lazy, no, slothful, that there is no way people in development had their attention focused on this. If your goal is bug fixes this month, good, fine fix them. If your goal this month is content, great put it out, make it worthy of your name. If your goal is adding loot to the never ending treadmill, fine, do it if that’s what it takes. But please have some consistency in quality. If you can only handle one item at a time, then do so. stop juggling and throwing out content that isn’t finished, or even well thought out. To the ArenaNet team, you’re better then this.

Searching for Detha's Shield.

in Guild Wars 2 Discussion

Posted by: Argistrin.3597

Argistrin.3597

So, I have buddy that’s trying to find the shield skin seen on detha from path 2 AC xm. He’s been frustrated at the difficulty in finding it so I offered to help. Well, last night I spent a good hour going through the trading post and going shield by shield searching for the images on the wiki to no avail. (because there’s no preview in the trading post still.) And I couldn’t find it through a slew of alternative sources, such as guildhead and so on. I’m wondering if I’m just over looking something. If anyone has any info on where the skin can be acquired or what it is called it would be awesome.

Give us more toughness/vitality gear!

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

In guild wars 2 theres nothing like Tank, DPS and Healer, only Damage, support and control. All classes are able to do all three (some better than others)

Thing is, I have been able to have toughness/vitality gear until now, now at 55-60 it just stopped coming those kind of gear… Thats whats frustrating.

Someone told me yeasterday you cant Craft items with both vitality and toughness, which is pretty odd, since you can obviously Craft gear with Power and precision in mass production…

Its around the time of the emergence of the “of the cleric” and “cleric’s” armor and weapon sets you’ll see vitality/toughness armor disappear from the heavy crafted armor. I’m not really sure why Arena net decided that for this one armor type to totally end its previous consistency. Regardless of this however you can still gain p/t/v armor from the karma armor vendor on your servers boarderlands if your still leveling up to cap.

Give us more toughness/vitality gear!

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

also, whats up with there being no Toughness / Vitality / Healing power armor? Is it for fear of immortal guardians in pvp? lol

Give us more toughness/vitality gear!

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

Side point along the same train of thought though, if you’ll notice you can craft almost any combination of stats on exotic gear save for power/toughness/vitality. rings, and amulets for those stats are ether uber rare drops, or extreamly expensive (for basic exotics anyway) mystic forge recipes. And for the power / toughness / vitality stat gear you will have to grind dungeons, or karma (and only then if your server actually has people that go out to orr to do events. /good luck with that). yeah you could do badges of honor but that’s even less efficient then spending 1-3 weeks grinding dungeons. I personally don’t see the point in playing nothing but wvw for 20k+ badges of honor just for a set of armor that’s no better or stylish then the ugly AC armor. (you’ll still have to farm up 660 or so badges of honor just for exotic trinkets though because the developers didn’t feel the need to make any other p/t/v trinkets.) For any other stat combination getting a hold of an endgame set of exotics is unbelievably easy. But if you per chance want to be a little bit tanky, well, sorry about your luck, your going to have to grind. I recomend playing an alt though dungeon runs, one that CAN aquire crafted exotics for the stats they need and spam dungeons on that toon for like 1300 to 1600 tokens or so and toss them in your bank, then pull them out on your controller/tanker. It beats being frustrated at being gimped.

One armed Zombies

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

It just occurred to me the other day that there are a lot of instances where there’s a buried zombie mob flinging rocks or some other projectile with its one unburied arm. And when you kill the arm a zombie spawns. So, shouldn’t that zombie be missing an arm? It would be a nice touch to the mob’s animation. Also, it would be funny.

Working on a support build

in Mesmer

Posted by: Argistrin.3597

Argistrin.3597

You don’t need dwayna runes or water runes. In this build, both are superfluous. Dwayna runes are completely pointless because your group should have permanent regen from your phantasms anyway. Water runes actually do something, but have a worthless 4 set bonus.

Use runes of altruism instead. Now, instead of tacking on a tiny heal, you will be stacking might and fury for your entire party, much more useful in a team setting.

Thanks! I’ll just buy an extra set of Cleric gear and some Altruism runes so I can play test the effectiveness of both and have a basis of comparison. As most of the people I pug with are glass cannons one and all, its usually rough for everyone to stay alive through out even the simplest of bosses. Hench my probable over zealousness at trying to tack on more healing.

Working on a support build

in Mesmer

Posted by: Argistrin.3597

Argistrin.3597

full healing mesmer heals A LOT and the only things you need are “heal when you cast mantra” trait and mantra of pain.

you make about 2.6-2.9 heal per 4 second with just 300 healing.

the disadvantage is you have to spam it like grenade engi on dope.

Spamming the blue blazes out of a skill doesn’t bother me, I used to play a holy priest via my old warcrack days, So instead of hotting up and flash heal and circle of healing spam it would be more of Mantra of Recovery, Mantra of Pain spam and clone regeneration.

Working on a support build

in Mesmer

Posted by: Argistrin.3597

Argistrin.3597

So, I’m not 80 yet with my mesmer. It’s sadly the last toon before I have a full set and I’m loving it. Mesmers are AWESOME. So anyway working on an Idea for a strong support build for pve & wvw zurg rushing. My projected build will be:

Domination 30, ( Empowered Illusions, Great-sword Training, Harmonious Mantras)
Dueling 20, (Protected Mantras, Mantra Mastery)
Inspiration 20, (Mender’s Purity, Restorative Mantras)

Great-sword/Staff
(Mantra of Recovery, Mantra of Pain, ) Mandatory Obviously, with Mantra of Resolve and Blink which can be substituted in and out as events change Just like Moa and Time-warp.
Gear Ideas: Cleric armor with 6/6 Superior Runes of Water to combo with Harmonious Mantras and Mantra of Recovery, as more burst healing never hurt anyone.

Advice/Comments?

Whats up with the Illiusion tree change?

in Mesmer

Posted by: Argistrin.3597

Argistrin.3597

The illusion tree’s new benefit after the patch is a reduction to shredding, not shattering. So, is it a typo? or is there a something I’m missing out on? Mouse over the mesmer mask and tell me what you think.

Sigil of water broken?

in Bugs: Game, Forum, Website

Posted by: Argistrin.3597

Argistrin.3597

I’ve used a sigil of water / major / superior on several weapons and I’ve noticed that It will not function on pistols, rifles, longbows, or short bows. On everything else it seems to proc normally. It functions fine on scepters and staffs which are also ranged, so I’m amiss as to why its not proc’ing off of bows and guns.

Petition to disable Reanimator

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

+1
As a MM, even I absolutely despise this trait. It fails to be useful at any point in time, and despite multiple dev posts saying it doesn’t allow for rallies I can attest that it does after having witnessed it recently. Kittens, I can’t even do Arah Explorer mode with out respec’ing into something else. The trait is broken and needs to be disabled, cut, redesigned and repackaged. I’d rather have a trait that gives me no benefit at all then one that causes me pain.

Cantha / Elona & Dervish / Ritualist

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

Rangers had spirits in gw1, and they do just about the same thing in gw2. They stand still and pass out buffs until they are flattened by the first attack that heads their way. If you wanted to get technical, guardian spirit weapons are closer. But even they leave a foul taste in one’s mouth after having once played a ritualist. I only hope they bring a little more of the guild wars we knew and loved into guild wars 2. I picture them both having their F1-F4 keys being Enchantments, and Weapon Enchantments respectively. Both professions have enough distinction to not be confused with another class, and they both feel like they are clearly missing from the guildwars2 line up. Monk and Paragon were clearly melded together into guardian. But what happened to the other 2? it just doesn’t feel right with out them.

Fear still not affected by defiant?

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

Isn’t it strange how Knockdown will still interrupt bosses but fear has no become useless? one would presume a 1.5 second fear or 3 second fear would be permissible as an interrupt. I suppose its just been tossed out to show more swag to hammer warriors and such. Like we actually need more warrior love. eye roll If they didn’t want bosses kill moves to be interpretable, and promote people actually playing their class well, they could have just said “Nope, No interrupting Deadly Moves for Anyone.” and made them all uninterpretable.

Fear now affected by defiant huge nerf

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

It is a rather lame change honestly. I understand fear is a controlling effect. I understand that it was bugged. But I also understand that Necromancer as a profession is loaded with more bugs then the popularly preferred classes of warrior and guardian. I also understand that fear was, keyword was, a useful ability during boss fights. Now that it’s been nerf’ed we are left with Wail of doom, and I think the Flesh Golem’s charge in our bag of tricks. Unless they nerf’ed those two. Not sure as I haven’t run an instance since a day or so before the nerf patch. As a normally heavy dungeon diver, this sucks. And I am greatly displeased. I’m not angry at ArenaNet. I know that they noticed that it shouldn’t have been working that way and slapped a nerf sticker on it. That’s their job. I am angry however that they took the time to fix that particular issue over other more important and detrimental issues to the necromancer class. One would expect they would make that adjustment after first fixing something that DOES hinder necromancers. Rather then taking away one thing that does kinda help us even out.

Cantha / Elona & Dervish / Ritualist

in Suggestions

Posted by: Argistrin.3597

Argistrin.3597

Bring them back! but in two expansions across the next two years and only one per expansion! Just like the good old days! wink wink nudge nudge. I know they were kinda bled over into guardian a bit, but lets face it, guardian feels like something totally new. I for one miss running at high speeds with a glorified grass cutter. And I’m completely sure I’m not the only one.

Connection error../Retrying

in Wintersday

Posted by: Argistrin.3597

Argistrin.3597

Not complaining here, but I would like to point out that this content could have been implemented earlier, and an automated timer could have just started the event. That way it wouldn’t be such a big hubub every new patch night, er I mean event night. Anyhoo, THANK YOU FOR THE NEW CONTENT ARENA NET!!! I’m sure it will be suitably awesome, keeping in with their history.

I'd rather have reanimator disabled until a fix is ready.

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

As a MM. I find this trait useless. If it served some sort of viable function I could be more forgiving, but its not even worth keeping around in the hope of getting a Death Nova Proc off of, as it never makes it close to anything before it explodes and dies. If it has ever made it to a mob and nova’ed its an act of Grenth pure and simple. In absolutely every other conceivable situation it’s a lead weight around our necks. I’m fairly forgiving of the way minions currently work, I’ll take what I can get from ArenaNet, save for this one. It needs to be retooled, overhauled, or cut, plain and simple. The minion does hardly any damage. It can’t take more then one hit. It’s death only helps you if your extremely lucky in combat and took a top tier trait slot specifically for it, and even then its for a 3 second poison (whoopty doo!). It bugs your pulls. It’s so useless its a waist of pixel space that could have been used to animate the grass, and I think that’s how most necromancer players, minion master or otherwise feel. If you want a talent called ‘Reanimator’ this isn’t the way to go, at least not with that jagged horror nonsense. Give us a tiny heal on minion use, or something, even if that something is an empty trait slot. we’ll take even that! lol

Minion Necro could be fine if.....

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

Lorelei,
I never once made any statement saying that the minion AI didn’t need a slight tweeking. Apparently my comment about how the AI is dumber then the AI for guildwars 1 was over looked by you. Yes, there are times the minions stand idol by while your being slaughtered, but do you know what fixes that until Arena Net gets around to the problem? Popping the minion’s special abilities. Haunt, Rigor Mortis, Charge, ect. I also find it presumptuous of you to assume “You are tanky enough that every fight seems to go ‘your way’ when in reality it has nothing to do with you and your minions and far more to do with your team mates.” That statement leads to the assumption that I am unappreciative or unobservant of the contributions of others around me, which isn’t the case. I’m going to go out on a limb here and assume you’re just trolling. Minions die, it happens, it’s not like they are supposed to have a tremendous up time, they are up, they do a little bit of damage / absorb some damage/ syphen some life and they go boom. And the "amount of AOE being flung around will just face melt them in seconds.* for most pulls in dungeons and the open world is negligible unless your talking about bone minions. Bone Fiend, Shadow Fiend, Flesh Worm,Flesh Golem, and Blood Fiend to a lesser extent, all can live through two to three waves of aoe damage before dying minimum. If your expecting them to live through something like say… Kholer’s Dagger Storm, then I’d be glad to point out most players don’t live through that aether. (of course in that situation your minions usually get pulled in instead of players if you forget to fear/charge/wail of doom him, so who cares if they die, they did their job.)

Minion Necro could be fine if.....

in Necromancer

Posted by: Argistrin.3597

Argistrin.3597

The only complaint I have with MM Necro at all is the pet AI is dumber then the guildwars 1 undead minions. As an MM Tankromancer in full power/toughness/vitality gear and running nothing but minions w/ staff and dagger/warhorn, I frankly feel a smidge over powered. I’m Running 20spite/30deathmagic/20bloodmagic. And am sitting on 33k with a food buff 32k without. I dropped tanking with a guardian because MM tanking is so much more fun. So, if your having problems playing an MM build, perhaps your just doing it wrong. Minions are supposed to be like tissue paper. Soft (squish), strong (ouch), and disposable (boom). If you’re wanting an unkillable army that holds champions at bay while you hammer them to death with magic missiles you’re going to be disappointed. I have a guildy that swapped from a condition build over to an MM bomber build and he’s loving it with out complaint, so I know I’m not the only one happy with the current setup. Yeah it would be nice to be brokenly op and have an 8 second cooldown and pets that don’t die ever, but what fun would that be? There seems to be a learning curve with Minion master some folks just can’t seem to get around. The majority of the time, it’s usually the way you build and utilize a profession over “why is my profession so underpowered.” I suggest, looking at your talent lines, finding the talents that do what you want, take them up. and then put on some gear that has stats for what your wanting to do, and approach the issue from a new angle. You may find out a way to fix the problem yourself.

Dungeons way overpowered.

in Fractals, Dungeons & Raids

Posted by: Argistrin.3597

Argistrin.3597

There’s definitely a dividing line between too easy and too hard. Personally I find that its not the instance as a whole that’s the issue its usually segments of the dungeon. And I understand the need to make things challenging, I really do it keeps people playing and it keeps us all from falling asleep. But for the most part I feel that instances are too difficult as they stand. Difficulty for the sake of difficulty is a poor design. Difficulty that scales upward from one end of the spectrum to the other, allowing players to rise to a challenge and experience a feeling of improvement and success is a great idea. Here’s where instances are failing us, and we all can agree, in most dungeons the hardest boss is usually one of the first ones. Its typically a bad idea to start off a dungeon by grinding players into a pulp and then finish it off by having a tank n spank. Best example : Kohlar v.s. Ghosteatter. Kohlar is for some players the hardest boss in the instance. Some players I’ve run with cannot see the graphical change when he prepares his deadly move and they end up dead time and time again, where as ghosteatter for the most part is a tank n spank. This isn’t a good system for building a dungeon theme off of. Even on the arguably easiest path of AC, the difficulty is a roller coaster, and that’s not fun, its asinine and annoying even when your farming it daily. Its also discouraging when trash mobs in instances are more deadly then the bosses… whut? yeah does not compute. Nobody likes trash, nobody enjoys trash mobs, so why is upping the difficulty of trash mobs such a priority these days? I understand the desire to have players spend hours in a dungeon only to get a tiny reward so that they have to keep going back over and over spending countless hours framing to maintain the subscription fees, oh wait! we don’t have those! so what’s with that? End Game is basically WvW anyway so whats the deal with making instances drag out forever in a day and suck the fun out of your night.