Showing Posts For Cybrax.1397:

@ArenaNet, suggestion to make Story Mode more new player friendly

in Fractals, Dungeons & Raids

Posted by: Cybrax.1397

Cybrax.1397

Right now when you run story mode you get 1-2 npcs that run with you depending on which dungeon it is. The interaction with these npcs is usually that they run in tank a mob for a little bit then flop dead on the ground. I really do not get the feeling that I am endured to any of them or that they are even really part of the team.

I would like to see these npcs reworked just a little bit to add to the story and at the same time make the game more accessible to new/unorganized players.

The first change I would like to see made is to have the NPCs provide feedback to the players on what they can do to improve. This would be especially helpful in AC where its a parties first experience many times in a dungeon. You could have logan call out the strats for the bosses in there, on the lovers for instance he would shout out to use the rocks to split them up. Even for trash mobs he could give out basic advice on which monster to kite and which to burn down (if the players didn’t mark a target then he could teaching them that this is possible). I think having the NPC take the role of a teacher would get players to feel more like they are adventuring with an experianced veteran rather than just a high health low dmg npc.

The second change I would make to story mode is to make the NPCs invulnerable but do no damage. Monsters could ignore them at this point, what I would have them do is drop combo fields and cast group support spells depending on what class the NPC is. For instance in the AC example, Logan could drop down a combo field and tell players to use it for a certain effect that would be beneficial on the boss. I have never had a group fail a story mode instance so I think it would be fair to have the NPCs rez downed players so they do not need to run back from the WP.

I know these changes would make the story mode dungeons more “easy” but I think it would be worth it to teach players how to do explorables better and improve quality of life in the game.

Thanks

Transmution stone - bring sPvp items to the rest of the game

in Suggestions

Posted by: Cybrax.1397

Cybrax.1397

I would really like to see arena net add a special transmution stone so we can bring the appearance of gear acquired from sPVP to the rest of the game. These rewards are not easy to earn and I don’t see this as providing any advantage at all power wise. I think it would be fair to be granted one special transmution stone on winning a tournament.

Thanks

Situation of GW2 dungeons

in Fractals, Dungeons & Raids

Posted by: Cybrax.1397

Cybrax.1397

Some of the bosses need to be upscaled, none need to be downscaled. Your “second boss” idea just needs some effort to clear, namely dodging and finding out it’s patterns. Lucky for you, most parties have someone in them that know the patterns and will tell you how to do it.

haha, have you even played the dungeons in this game? How can you defend using the excuse of dodging and finding out patterns to explain why it takes 10 minutes of solid damage to kill a boss. Many of the bosses on release didn’t even have all their windup animations in the game.

You are funny Inci, in the same way that my dog is funny when he chases his tail or eats his poop!

Situation of GW2 dungeons

in Fractals, Dungeons & Raids

Posted by: Cybrax.1397

Cybrax.1397

I love how arena net keeps coming on here and telling us that their test team has no problems clearing their dungeons and finds it a fun experience. I happen to agree with you OP, they did not test these dungeons at all. What released was a product with a solid PvP experience, solid leveling experience and half finished dungeons in a alpha state. I would have rather they only released with 4 dungeons and waited 3 months till the rest rolled out as long as they were quality. I normally would be the kind of player to really enjoy these instances, but my experience usually is summed up by the OP.

Why did ArenaNet not playtest dungeons before release?

in Fractals, Dungeons & Raids

Posted by: Cybrax.1397

Cybrax.1397

I have had a lot of fun on guild wars 2, the pvp is unique and new compared to other MMOs, the classes are all fun with flexible specs and setups, but then there are the dungeons….

I normally am the type of gamer that enjoys hard mode dungeons and instances, I like the little extra punishment, the learning experience and the feeling of getting the whole machine working together. My experiance from this game really feels like everything is almost in an alpha level of quality in the dungeon department. Fights are really not tuned at all with hp to the point of being grindy, HoTW anyone? Then you have instances like AC.

AC is an example of where ArenaNet totally dropped the ball. This dungeon is designed for new players to get a feel for GW2 and how working with a party to stack disables should work. They unforgettably do nothing to reinforce this at all. The only challenge from story mode is throwing rocks at the bosses to split them up or stun them. I will admit that the AC story now is much better (complete able with pug) than the release AC. But why would you send new player a message to come back and do explorable mode after doing the story? I have been trying to do explorable mode on my alt and every party just falls apart. It’s kinda funny though cause the response is usually this instance was just balanced by monkeys and no one really gets mad at each other they just agree to never do it again.

For AC and the starting dungeons, in my opinion, the story mode is already way too challenging for the FIRST instance of the game. With repeated runs granting less XP I don’t understand why they have such a gated difficulty. Then you have explorable mode which does not need to be anywhere near as hard as it is either.

With a lower difficulty and more obvious mechanics players will enjoy instances and gain a better understanding of how to work as a group in them. For instance the first boss on explorable AC does a grip that knocks ppl down then goes into a whirl wind. Why did they not just make this boss grip, then allow players to dodge out of the whirl wind. Keep in mind this is a level 35 instance, teaching players to dodge is one thing, but brutally punishing them is impractical.

ArenaNet will hopefully learn from their mistakes with this initial release and fix most of the content, they need to move fast though.

HP reduction in dungeons.

in Fractals, Dungeons & Raids

Posted by: Cybrax.1397

Cybrax.1397

Why do people say they don’t want the dungeon content to be like WoW? I understand not wanting to have a trinity and I applaud this game for thinking out of the box, but WoW has consistently delivered with every expansion quality dungeons. If you have done HoTW on explorable plunderer every boss just has so much hp that you sit there for 10 min burning them down. This is not challenging at all, its boring!

We are not asking for the dungeons to be made “easy”, but if my party can live and dps the boss for 10 minutes we can do it for 30 minutes anet does not need to make the fights so long.

Auto Balancing Lulz

in PvP

Posted by: Cybrax.1397

Cybrax.1397

yes lets move players that joined more recently to the losing team so they have no reason to stay or we could just give points to ppl for switching sides.

Just Wondering if I Could Have One Fair Tournament

in PvP

Posted by: Cybrax.1397

Cybrax.1397

Arenanet did not put any matchmaking whatsoever in this game, it was a really poor move on their part. Its simply a game of premades rolling pugs etc. They spent so much time yet totally failed to implement any sort of rankings. Until they do don’t expect a fair game.

If you think SPvP sucks...

in PvP

Posted by: Cybrax.1397

Cybrax.1397

this game uses no match making whatsoever, this alone makes the pvp suck. People play pvp for a challenge and fair fight with the current state of pvp in this game this doesn’t exist.

Disappointing

in PvP

Posted by: Cybrax.1397

Cybrax.1397

we can whine cause sPVP is terrible and bad.

You do realize that WE, the players, are the ones that make it “terrible and bad”?

It is not bad by design, but by how the random players play (mostly no strategy and zerging everything).

If you want something different, go play tournament, don’t blame ANet for the lack of “proper” players.

yeah so half my team can go afk once we start to lose and be locked in the game for 10 minutes, great idea!

An opinion: sPvP is unfair at moment

in PvP

Posted by: Cybrax.1397

Cybrax.1397

OP is quite right fan boys may defend it but this games pvp is massively unbalanced, has no matchmaking whatsoever so there, provides terrible player in game feedback as to what they did wrong/why they died and will be dead in a month or two if arena net leaves it in this state.

Disappointing

in PvP

Posted by: Cybrax.1397

Cybrax.1397

we can whine cause sPVP is terrible and bad.