Showing Posts For Chuffington.6253:
Grind to me means doing the same thing over and over. The grubs were grinding but so are all the orr events and the dungeons and the rest of the end game PVE content if you are required to repeat them a huge number of times to get mats for legendary weapons etc.
The policy of not letting players farm mats would be ok if there was a fun alternative for getting the mats/ badges you need. Look at the legendary’s for example 2000-3000 DE (assuming 350 karma for each) is going to involve one hell of alot of repeating the same DE or WvW. Dungeon sets are the same alot of repeats required for each piece of armour. T3 culteral armour (basically for looks only) 20-25g per peice (lots of farming required)
Too me this looks like a company that has released a game before it was ready (look at all the area’s on the map you cannot access) and instead of including some end game progression or enough content they have just made the end games items hugely expensive and are trying to prolong the life of the game by stomping on farming.
Frankly in the face of this I have no problem with people finding creative ways to minimise the grind provided by anet. Its certainly not the moral issue some people seem to think it is.
I support and agree with the OP. I would like to see :
Anti farm code scrapped or modified to a level where is does not effect player who are not botting.
GM’s hired to identify and ban botting players.
Sensible risk vs reward for dungeons, one thing there really didnt need was less reward for the effort.
I don’t object to hard dungeons, I can live with a slow burn on my content and I commend arenanets attempts to do something different by abandoning the holy trinity system.
However I feel that the dungeon system is deeply flawed. It not just a question of difficulty its lack of fun. To have a design where its neccessary to have a system where you can rez zerg the bosses highlights the inherent weaknesses of the system.
If you removed rez zerging what % of the playerbase could deal with these dungeons, I doubt it would be a majority even in story mode.
Rez zerging is lame. Its a lazy balancing aid, just like all raid mobs in Swtor having an enrage timer.
Please consider doing the following:
1)Remove rez zerging.
2)Rebalance some to the dungeons certainly the story mode along these lines:-
Story mode – Puggable without lots of deaths and if anything is going to one shot you it should be clearly broadcast with enough time for your average joe to avoid.
Explorable option 1 – harder needs some co ordination
Explorable option 2 – noticiably harder than option 1
Explorable option 3 – noticiably harder than option 2
3) When building difficulty in dungeon encounters do it via scripting, mobs waves, random ambushes, vastly out numbering players. Not via adding 0s on the mobs HP totals and damage output.
4) Rewards. The current reward system for dungeons makes them not worth the time spent and in some cases it can end up costing you alot of cash when learning them. I am not sure that is justified when all you are getting is appearance rewards.