Showing Posts For Chronald.3512:
Something absolutely needs to be done to prevent people from spending time on a dungeon just to be kicked out before they get their loot.
It’s really not that complicated:
Simply give people tokens after killing each boss, instead of withholding them until the last boss is dead. And, at the end, give players extra tokens for completing the dungeon, based on how many bosses they killed (ex., if someone killed every boss, he gets 20 bonus tokens at the end, if he joined just before the last boss, he only gets 5 bonus tokens).
Problem with this goes back to just running 1/2 bosses in the dungeon and then resetting to avoid the DR nerfs.
People would never waste their time to complete the hardest boss in the dungeon if you can just speed run the first 1 or 2 over and over.
Example: Arah bosses 1 and 2 in Path 3(I believe). Just hug walls, kill first 2 bosses, reset dungeon. Crazy fast tokens that has very very little risk as the first two bosses are very very easy tank and spanks.
Moa Morph is absolutely overpowered. There’s a reason Guild Wars 1 didn’t have hard cc, and there’s a reason games that do aren’t competitive.
What about DotA2? League of Legends? Any MOBA game really.
What about Flashbangs in Counter Strike? What about WoW Arena?
Your statement proves that your opinion is null and void. Nice try though.
Shiesty moves imo.
Artificially increase the amount of time it takes to get something without adding anything new to the game.
You and I both know, Robert, that this is shiesty and sloppy game design. I may not have worked on AAA titles like you, but I have worked on my fair share of multiplayer games and I can tell you that this single change was one of the worst decisions you guys at ANet could have made.
@Kenral:
So you were able to go into CM story, kill first boss, then do relog dungeon reset?
If so, then don’t do it – ANet may ban you for exploiting.
Not many hearts I have ever done (outside starter areas) have been zerged by even 10+ people. Unless you are in Orr (aka botter-town) of course.
What I was trying to say is that the few redeeming qualities of dungeons in no way make up for the massive and glaring issues that ANet has created.
Dude wtf. You talk about the only thing that dungeons give us. They nerf it now!!
JK – but seriously, the things that you are talking about could have been achieved through Hearts or DEs as well. Dungeons weren’t required to tell these aspects of the story.
I think people need to be clear on the difference between hard and fun. I do not find these dungeons to be hard, I just don’t find them fun.
I am looking at the game long-term. I played GW1 for more than 5 years. Played other MMOs for as long if not longer, when I see features I like to look at them and say am I going to be enjoying doing this over and over in 3 months, in 6 months, in 12 months, 2 years, 3 years, etc?
I am sorry to say it but I would rather drink toxic waste than think about doing these over and over for years for fun.
My most favourite dungeon of all time was Darkness Falls, back in DAOC when the gear was still the best you could get and you had to unlock access to it via RvR. The encounters weren’t obnoxious or insanely challenging but it was an epic expeience, those who saw it during it’s glory period know what I am talking about and the every present risk of RvRvR PvP risk there made it especially epic and memorable.
That is something I could do for months/years.
mmmmmmmmmm DAOC. May be the best MMO ever made. I played on private shards for too long to recount. I know what you are talking about with the way Darkness Falls felt to players, you felt like you were in this epic dungeon. The fights were challenging to newer players, and still offered many interesting aspects to veterans.
GW2 should build off the idea of dynamic content and make dungeons dynamic in some way. Either through non-predictable boss patterns or through changing environments or something. Instead of making the ‘grindy’ aspects of the dungeons more pronounced (repair costs and enemy stats) they should have taken a second look at the paradigm they set in open-world PvE and apply that to instanced-dungeon PvE
Deathfrost:
What I meant is that you spent 2 whole days grinding that place and only earned 3 levels. Whereas if you took that same time and spent it doing Exploration or WvWvW PvE monsters you would have gained at least 3 extra levels.
Essentially, not only did the nerf ruin end-game content, but it also ruined the impetus to do dungeons at all, for any level player.
When I was 40, I started doing a CM story farm, and did it for 2 days like you, but I came out on the other end (about 50 – 60 runs) as a level 62. This is more comparable to the rate at which a player can level using Map Completion of PvE in WvWvW, which makes dungeons worthwhile if you can get a good group (the whole point of dungeons I thought was to get into a solid group and work out the kinks).
Sadly, this is no more.
OP clearly isn’t 80.
The only thing to do in the game once you hit 80 is sPvP to max level, or get ‘pretty looking armor’
That same armor that you clearly don’t understand is also the strongest (crafted exotic tier). To that end players want to get it so that they can be up-to-par in WvW fights (only place where gear actually matters). To that end they want to grind either materials to craft the items, or gold to just buy the items.
Both options have been severely nerfed since they both rely on having large sums of gold, which is no longer attainable without exceptional amounts of time, or purchasing Gems.
That is why people are upset. ANet removed the entry-level end-game content for players who cannot clear EX Arah (not that it is hard zzz).
Also – why do you play MMORPGs? Is it not to look and feel like a virtual baller? What aids that feeling more than having sick looking armor? LOL argument fail.
It is still very easy Anet. It’s still childplay. It would be awesome if the difficulty, armor repair cost increase. Oh yes did I forget to mention reduce to rewards so elite skilled players appreciate the rewards more.
By ‘elite skill’ do you mean players who were able to get exotic tier gear before the nerfs to gold earning? There isn’t really anything that can be called ‘elite skill’ within the game since there are no roles for players to fill. ‘Elite Skill’ can be chalked up to using ctrl+T and T on top of using Evade when the game telegraphs it to you.
Essentially you are asking them to make the players who rushed to 80 before ANet nerfed anything better than they already are, and to have more of an advantage than they already did. Fail.
My elementalist is level 41. I have 95 tears from doing EX AC for 2 days. I got in a good group that simply demolished everything, everyone else was 80 of course. The most Ive died in one must have been 3.
So the content is doable, once you know what you are doing. It’s kinda fun, the first 4 times maybe.
But do I think we need to move on? NO definitely not! The Dungeons are still way too hard, or overtuned, or whatever term you chose to use. Its utter chaos in these instances, with every player just running around taking care of himself. All these counter arguments against people saying its too hard suggesting we use tactics, coordination, and communication are utter crap. It all basically boiled down to:-
1. Keep eye out for any red circles, or if fighting boss with adds, on the boss.
2. If you get targeted run the hell away, dropping what cc, slows, stuns you can.
3. If someone is down, help rez as fast as possible.There is no breathing room, the one time I said Id drop a healing spring for someone who was hurt, he just dismissed the idea saying “I have regen.”
This would be a lot more fun if we had time to stop, to take in the fights, if we had some CC that lasted a bit. (yes I know unbalancing for pvp, but that’s another problem). Have periods where where mobs unleash abilities that are super dangerous, then have them on cool down for a bit. Give us a chance to stop moving a bit. I’m not saying no one actually helped another member. Sure when I notice that our warrior was being chased by 3 ghosts and he was hobbling away half dead Id throw slows on the stuff chasing him. But it’s more like I’m frantically switching through all my elements throwing everything I have in succession cause everything last so short, then I have everything on cool down and if I get attacked all I can do is dodge to a pillar and run around like a chicken with my head cut off let alone trying to help dps anything, of course that all happens in 5 secs and hes already swarmed again and has been downed.
It just gets old after a bit when its all that happens. It get old when I want to bring in more casual players who just don’t want to die 300 times before learning how the flow of combat goes.
And yet, you are only level 41… what level did you start doing EX AC at?
@kenral:
you better or else they will ban you for exploits.
@danzero:
yea wvw is the only fun thing to do in the game anymore. trade skills are only worth money while the market thinks they are worth money. IE jewelcrafters make tons of money right now, until the supply becomes too big due to everyone and their mother becoming a JC. Same will happen for all the trade skills eventually until they all become generally pointless for money making.
people running CM story were NOT the minority of the level 80 players, most were either doing that or CoF runs exclusively once they hit 80, I know I did. These same people were then seeding that money back into the economy by purchasing exotic gear from level 400 crafters, thus giving the crafters ways to make more exotics, it really was a fine system. Just because people could grind for 10 hours in a day and get a piece of gear doesn’t mean the system is flawed. That took the person 10 hours! For one piece of gear! That means 60 hours minimum to get each piece of armor, another ~20 to get the money for runes (obviously depends on the rune), and then another 60-80 hours to get the gold to get legendary weapons. Obvi these are just guesstimates about the required amount of time. However you can see that this is a pretty fair amount of time that was needed to farm before this patch. Now multiply these values by an order of 10? Turns that 10 hours into 100 to get a single piece of armor, than 60hours in 600.
This move was made as an artificial inflation to the amount of end-game content without actually having to add anything new to the game. It is poor design, and kitteny development. Instead of removing the one thing players were having fun doing, they should have worked to ADD more interesting and compelling reasons to play the game once a player enters the End-Game.
I don’t mind the buffs, or even how hard it is, that’s not the real issue, its ALL of the dungeons are costing more then your making for money, or gear.
I don’t craft, don’t want to , should not have to
I don’t play the market, I don’t want , should not have to.I enjoy doing dungeons for fun AND rewards, I wish i had waited till after this patch to look into buying the game. cause this has no staying power for me, and many many many other people.
there seems to be a confusion, no ones really asking for it all to be given to them easily, its just the balance right now is way out of whack, making it not fun nor rewarding to do dungeons, which for me (And many others) Is a huge enjoyment for online games.
if you don’t agree, then you don’t understand cause you probably value a different aspect of the game then we do. then why are you even on this topic?
I already notice a huge drop in active players, and zones. so can players move on? nope. and its their loss not ours cause when this is on sell for 19.99 next to The secret world and TERA online, they will know why.
I hit 80 in order to give me some leeway with Borderlands 2 coming out so that dungeons could get fixed.
I come back to read that dungeons are completely kitten and pointless, what reason do I have to play the game now? None.
I don’t expect to log into GW2 until I hear about these things being fixed, or at least some legitimate end-game content being added to the game. When I say legit, I mean worthwhile for more than a cosmetic piece of armor. The point of the game is progression, but what happens when the developers stagnate that progression for players? They quit.
Expect to see lots of people quitting this game in the next weeks unless ANet makes changes to this horrible patch.
-10/10
Killing only viable end-game content without adding a new alternative?
Might be one of the worst patches in MMO history.