Showing Posts For Deathfrost.9145:
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The Spider Queen and the Gravling Champion all of a sudden started wiping us really fast. Never had that problem before.It’s like ANet took all of our dungeon suggestion and did the complete opposite. Really disappointed.
Ive noticed that with gravelings last night, sometimes Id just get hit for a ton of damage, what is up with mobs sometimes liek rushign super fast when I try to juke them and just hitting me. Why is melee range on scavengers so ridiclously large after they leap?! I get swiped in a 360 degree cone yards away. I get downed If I freakin pass by the thing even if I dodged the initial leap.
Its out of date. CM vendor gives you level 45 armor for like 30-40 tokens each, or level 80 gear for more tokens.
I can confirm the butler trap part. It doesn’t always despawn. Also for the enemy targeting thing I also have some information about that. Whenever I run with my guild I run warrior with 30 points in both the vitality and toughness trait; I also run power/vitality/toughness armor, weapons, and knights jewelry. One thing I noticed whenever I run dungeons is that I’m the only person in the party getting hit; even if I stand at a spot where my other party members are at, the mobs just ignore them and go straight for me; when we do our nightly AC speed runs, at the Detha cannon part the warriors just chase me non stop and I eventually get downed, but as soon as I get up they just instantaneously change their target to me again. There is definitely something weird about the NPC targeting.
Wow, I thought I was just crazy. I have the opposite problem. No matter what I do, I cannot pull agro off anyone on my guardian. I have only 10 points in toughness trait, but have touchenss gear on.
Im doing CM a lot these days, add me.
It’s not really sudden, from week one Ive seen some map chat looking for tankish types.
To be fair, people also don’t like a full party of melee either.
A lot of people are looking for balanced party makeup, as those tend to play off of each other’s strengths. Ive seen plenty of groups looking for elementals specifically, or engineers for AC.
As a Guardian I protect hodg with a staff and hammer set up. I start with Hammer and pound on the mound until either its low health (dont kill it) or the adds start to swamp me, then I’ll switch to staff and start to kite. Staff (3) is a nice swiftness boost and staff (1) will allow you to lock aggro in a wide area. Staff (2) can be used as a heal on yourself or hodg along with staff (4) – esp powerful heal if your spec’d Altruistic healing.
I’ve tried kiting with other weapons I just found the staff to be easier overall since during the kite I dont really care about damage anyway.
As you said, i avoid the table as it tends to glitch the pack and they go immune and swap hodg. It’ll take a few seconds for thier immunity to drop (Anti-exploit code) and in that time they will chomp him with you able to do nothing to regain thier attention.
Ah this sounds great! Thanks can’t wait to try the staff.
I use Sanctuary, Hold the Line, and Stand Your Ground, Greatsword + Scepter/Shield when defending Hodgins. You use greatsword to chop up adds that come, pull them off hodgins if needed. Push them off hodgins, kite whatever straggler scavenger.
Also, tome of courage 5 heal can pump hodgins straight back to full. I don’t usually kite around the table at all, as they turn invul. There is however, a pillar near by that allows you to keep an eye out on him.
Ah Good idea with the tome, didn’t think of that. I usually smack near him with my mace and hit 2 to try to heal him >.>
Thanks for the replies and PMs. Checking them out.
Is it really that hard to let go of one boring old mechanic? Have you never played any other multiplayer video game in your life that had combat in it?!? Do these games have trinities? Can you imagine how ridiclous any great action game would be if you added a trinity to it? How would Dynasty warriors, Castle Crashers, Gauntlet, Baldurs Gate, and the hundreds of other aciton rpgs be with a trinty?
They would be crap. Guild wars 2 is trying to give us a fun, action packed MMO gamestyle, and you want to tear it down because it’s out of your comfort zone.
The reasons the party combat is a zerg fest is because of other reasons, not because of lack of trinity.
Hello all,
Looking around for a guild that runs dungeons a lot. My highest character is 69 right now, but I pretty much run dungeons almost exclusivly once I hit 30. Id like a guild that knows that dungeons don’t need to be run by 80s, and are chatty and fun either on voice chat or in text. And don’t just run COF and ARAH. A little variety is nice for a chagce >.<
Im Currently on Eredon Terrace but willing to transfer.
The strategies outlined here about burrow order and splitting the team are pretty much the ones used in the groups Ive been in.
Wow Psybunny, that damage you are outputting is nuts. I sometimes crit 1k max on my 47 guardian when I stack might, but thats a rare occurance. I mean if we had that much damage there wouldn’t be a problem. Once again this just reaffirms that we need a ridiclous amount of dps.
Someone mentioned using the table to kite while protecting Hodgins. The gravelings become invulnruble when I step on it, and then attack hodgins.
I guess the protecting Hodgins part is what is frustrating me the most. I consider myself a good player on my 47 guardian. I can solo survive all boses except frost in CM exp for enough time for my entire team to go down and return, ive been through tons of EXP CM runs without dying once, regardless of how bad the rest of the team is doing. I dodge the cutthroat death blossoms for example, purge conditions when needed, kite, knockback, switch weapons as needed and in general just do every little thing I can and it shows in other dungeons.
But last run for the life of me I couldn’t survive protecting hodgins. I smack the gravelings as they come out of the burrow and they just chase me 2 secs and then go straight to hodgins. If I run in to hit them, they just either hit hodgins or turn on me and chase a bit, either I go down fast, or if I juke them, they go back to atacking the npc. I tried greatsword, and 2 handed hammer where I throw down the symbol that does damage on the 3rd swing, tried one handed sword and torch combo for aoe. Either I die, or they ignore me.
Any tips on how to kite? I pretty much get full set of rare gear using tokens from my alts the minute I hit the X5 level mark for every dungeon, so I know im well geared. 10 traits in tougness so far, and signet that reduces damage by 10%. Sometime runs I find the gravelings just dont hurt me at all, as in as they chase me they dont damage me, and when they melee swing I can strafe or dodge, other times it seems no matter what I do they stick to me like glue and I just get hit a 100 times over.
(edited by Deathfrost.9145)
So. Up front, I’m more a WvWer than a dungeon-er. Several of the dungeons I’ve only done story mode for, so my views may be a bit skewed based on that. However, from my experience the answer to many explorable encounters seems to be, “MOAR DEEPS.” And not just moar deeps, but “MOAR DEEPS NAO.”
I mostly run pretty balanced stats on my ele. I focus some on support, but all my armor is Carrion so I’m not neglecting my DPS stats. For many encounters I run D/D in dungeons, swapping to staff occasionally. I chose a cleric’s staff since the ele staff is such a support-y weapon anyways. My daggers are more offensive. I also have some guildies who like to run more control or condi builds that I play with fairly regularly.
These are the specific encounters that make me feel like support or condition builds are a liability.
- AC Explorable, Path 1
-> Straight forward, burn the graveling burrows down. Unfortunately the burrows don’t take condition damage, and any support or tanking stats mean less DPS.- AC Explorable, Path 3
-> Since no amount of support will save the crystals, again, you’ve gotta burn the burrows down. Suffers from the exact same problem as AC 1. You have to hit hard and quickly and with direct damage, and anyone who can’t do that is kinda baggage.- CoE Explorable, Path 1
-> The easiest way to manage the exploding golems is to just kill them before they kill the person using the console by AoEing the hell out of the area in front of the console. Are we seeing a pattern yet?I dunno. Again, maybe it’s just the majority of the ones I’ve done have been geared around this mechanic (Caudecus Manor Seraph path didn’t have this problem I recall), or maybe Anet expects us to respec for these and keep several sets of gear to do dungeons. If that’s the case, OK, but I probably won’t be doing too many dungeons then.
A better solution, imo, is to have objects take condition damage (and improve that “miss miss miss” you get with some melee weapons while you’re at it). Then my only gripe is that Cleric staff purchase I made … Not sure what the solution is to making purely offensive stats less desirable.
I think this is a serious issue in AC. The whole burrows thing is what makes DPS needed. And I feel exactly the same way for AC. Support or tanking seems a big liability.
But it’s different in other instances. A good non-glass cannon build can rally turn the tide when all your friends go down and you just survive and kite until you get reinforced. ITs because they aren’t dps races. LEss damage just means a longer but safer fight.
The problem that you’re running into here is that Path 1 is not about killing Burrows as quickly as possible. It’s an endurance encounter where you have to split your team, and deal with a constant influx of new enemies while you kill things in the proper order.
And like Sarelm said, downscaling is very strict on higher-leveled characters. Level 80 character have very little statistical advantage over level 35 characters. A level 80 character who isn’t wearing a full set of close-to-max level 80 gear often has worse base stats than a ‘native’ level 35 character.
Thanks for the replies, at least now I won’t feel that Im kittening the team when I choose to run on my low level alts instead.
But it’s not an endurance encounter. If the question was to survive long enough until Hodgins finished his research then a group could do things to extend their time alive. For many groups that I join, we simply get overwhelmed very quickly unless we output a ton of damage to drop things as they come out of the burrows before they get much chance to add to other burrows.
On my elemental its not much of an issue, as I have a lot of AOE, frostbow, etc. But often its the luck of the draw of what mix of classes we get. A melee heavy team without fields struggles if no one is putting down say fire fields to burst might off of.
Ok Ive been running dungeons since I hit 30 on all my characters, and level them almost exclusively through dungeons, and its starting to get really really frustrating.
Path 2 is cake I agree but lets look at path 1 and 2. The DPS requirement for Burrow mounds is insane. How is a party with some 35s supposed to finish this!?! And Notice I said some, Im gonna assume we have 1 or 2 high 70s-80s with us.
I get on my ele and we slaughter 2 mounds very quickly but by then the sheer amount of Stuff running around is ridiculous. So we slow down on mounds and try to kill the breeders and stalkers before moving on to the next mound, and by the time they go down, we have a lot of gravelings running around. The Stuff won’t stay off hodgins, agro is totally messed up. We do leave 1 person to protect him but he gets overwhelmed.
ANET you gotta give us low levels some dungeon content to do too. I realize these places drop tokens that are used for 80 gear, but seriously if you are balancing all dungeons for level 80s, give us some options. I love dungeons, but I’m reaching my frustration limit with dungeons that give us no room to breath. I don’t even want to go into CM and the other dungeons Ive done, though those are a lot less frustrating.
Any advice would be appreciated.
I love fighting Khoeler and try never to skip him, but that being said, people need to stop trying to force everyone else in doing things your way and only your way. If they want to skip it or be clever and let the troll fight it so be it.
Enough with trying to chain our gameplay choices with limitations, it sucks, its nice to be able to do things and feel we are using fun/different mechanics to beat bosses. Its brilliant that mobs fight each other, it gives them a sense of life, that they exist out of just being there for us to kill them in order like we are automatons on a train track.
Id be happy if they let us move while swinging.
It makes more sense to actually give us the players the option to use our abilities to play..
What is the point of giving us all these abilities like stealth and what not, then scripting all events to make it useless? When you skip mobs you loose on drops, so its trade off.
I really can’t stand these meta gaming restrictions like locking us in rooms and what not, Id rather have an encounter being trivial because of player ingenuity vs. having my hands tied to play it ONE WAY and only that ONE WAY. It really really breaks immersion for me, I understand others don’t feel this way, but those heavy handed raid tactics really ruin it for me.
I disagree with the rewards bit, doing a successful exp path nets you quite a lot of xp, silver, and you get a ton of loot on the way.
But otherwise, yeah, sometimes I find it very hard to find a dungeon group. A lot of times they only accept you if you are 80.
Ive been doing a lot of dungeons, have over 800 tokens on my level 58. The dungeons are just too frustrating sometimes, doable, but just too hard in my opinion. With a good group its no trouble, but even when I successfully have a run with zero deaths, its still frustrating dealing with the infuriating huge incoming damage, chain stuns, bleeds, blowouts some bosses have.
I don’t understand why you think things have to be on either extreme. Either no challenge easy or soHard as to require 100% concentration and usage of every trick and ability you have.
A lot of people complaining are asking for specific balances that would make the game more enjoyable for them.
In addition we can have improvements like boss cast bars, target of target and so forth that don’t change the encounters in anyway, just make it a bit easier for the player to know whats going on.
Just chiming in to say lack of trinity is amazing.
The problems you mention OP have nothing to do with a lack of trinity. I wouldn’t mind the difficulty being scaled down a bit to allow players more leeway in getting hit, and tanking mobs, or improvement of our PVE CC, but all these things are balance issues, and nothing inherently wrong with the game play of guild wars 2.
The way I see it, this is the issue right now with dungeons:
If you want to play melee, you’re going to be running, dancing 1/2 the time, and waiting for your endurance to come back before going back into combat…just to dodge again.
If you want to play ranged, just shoot away at whatever the main target is and throw a few dodge rolls in when you’re in a red circle.
I haven’t played melee in dungeons yet but that is the impression im getting >.<
Melee’s has to move when it’s attacking too though. It does wonders when I play my guardian and theif, and just run circles around mobs.
They really need to give you room to breath. Getting hit for 1k isn’t bad, except you get hit non stop by a mob chain casting everything it has every second. Give the players a freakin chance to pause and try to figure out what happened.
My advice is if you get agro run for it, you really aren’t meant to be standing toe to toe with any of the trash until you get a bit better gear and levels.
Ive also speced all my characters with some toughness when I run dungeons, signet of toughness if possible, and a few traits in whatever gives toughness. Don’t need much if you aren’t planning on tanking, but it helps a bit.
Also a few slows or CC is good.
(edited by Deathfrost.9145)
Long story short, they took them out of the game… and the majority of us say’s good riddance.
What does it hurt to leave it in? Im not asking they remove the level 80 gear.
Im seeing a max of 250 per stack.
And if they are really that much a waste, then add them at an appropriate lower cost. Its nice to give people options. I mean theres AC and MC open to me now. Why limit my acess to that content at level 80?
I am not a fast leveller. Trust me when I say with the DR and xp nerfs in dungeons, Im going to end up with a some tokens that I can afford to burn.
And as far as I know, these token items are for skins aren’t they? There are other sources for stat items. Let me get some advantage out of them as I level.
When I quest the open world I tend to explroe and take my time and chat, and just take in the world. As such I end up doing a lot of dungeons.
Im confused, I have tokens, Im not level 80. I want to use them. the tokens do take up bag space, which is ridicously limtied.
By that logic why should I bother getting any gear at low levels if Im going to replace it anyway?
And why did they remove the gear in the first place? It was there. What would it hurt to leave it, if I want to waste my hard earned tokens on something let me. The upgrades would help me run the dungeons I can more effectivly anyway.
Ok so you added level 80 items on the vendors. Why did you remove the level 60s? Im almost 60 and have enough tokens for a few pieces. I was so excited about getting an upgrade.
Ive had some people on chat say check the other tabs, if that’s the case then maybe im bugged, as I don’t see the vendors with multiple buy tabs.
??
Actually that is a good point. The people that rush don’t get punished. The People who don’t rush get punished, but they weren’t going to rush anyway, as anyone who’s rushed has rushed already >.<
If these changes are really to slow things down so people don’t burn out on content super fast and have nothing to do, well Id like to know just how many people really rush through content vs those who take thier time. Im the kind of person who love to do instances over and over in a short period, but that doesn’t mean I just do instances non stop till I’m done with them. I just like to do things in spurts. Instances non stop for 3 days, then something else, then crafting. My highest character is only 40s and I started during the 3 day head start >.<
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.
Yeah but at least in a dungeon everything isn’t being zerged by 300 other players, gives you a chance to see it from another perspective.
Can’t hurt to have story and lore in both hearts and dungeons.
We cost them more money by grinding and using their servers power….do they want to ‘boost’ thier constantly logged in numbers that badly?
I wonder about that, but wouldn’t more people playing now mean more people buying the expansions. I was having so much fun with world PVE that I was dead set on buying 2 copies of expansions right away, but now im scared >.< More by the dev response than anything. Oh well only time will tell.
I do have some positive things to say. But its just a sad state of affair when every response by the devs is along the lines of, oh having too much fun or reward? NERF, and then asking us to just get over it.
Ill say the positive things anyway.
The 2 dungeons Ive been in are gorgeous, they are very immersive, love all the details of npcs in it, multiple paths, just very nice artistically. The bosses are interesting, I for one like the variety of the different attacks, the lore is very interesting. Becoming ghosts in AC was really nice, just seeing the Point of view of the ghost was awesome, really make me feel this sense of loss of great Ascalon.
I know I’m shooting myself in the foot by mention this, since anything good in these dungeons is probably an oversight that needs to be fixed. But the rate of Dust drops for crafting is very nice, I always feel that dungeons should give some crafting rewards. I really feel that I’m not wasting my time in dungeons cause I get nice piles of dust from chests, and mobs often drop 1 here and there. Please Please Please don’t nerf >.<
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?
38 or so. Not sure what your point is, are you saying since I did it at 41 that its easy enough?
I don’t have much experience yet to know if the same would go as smoothyl with a full group of 41s. I think its more that I got carried through it by other over geared players.
The people that are “crying” simply are pointing out that regardless the difficulty, which isn’t bad, the dungeons are costing them money to play which for most, as evidenced in thousands of posts today, striped one of the few things they took joy in at level 80.
And no, its not just one dungeon people are complaining about. The monetary gain is absent in all dungeons now.
This.
I’m getting annoyed by people saying “Well this is how dungeons are supposed to be.”
I’m sorry, so is EVERY MMORPG out there broken? Because I sure as hell don’t remember dungeons being this bad at all.
In every game I have played, running a dungeon was worth it.
You’d get gear (decent gear just to sell to other players, doesn’t have to be end gear) and some nice coin.
In this game instead of that, you go into the dungeon and lose money.
Wth is that?
So if this is how dungeons are supposed to be, is Aion, Rift, Tera, etc, broken? Are the dungeons in those games made wrong?
Please explain.Again someone wanting to not let the genre move on and to evolve past the WoW genre.
To answer your question, yes, those games dungeons, if you applied thier rules to this game, are broken. And would need to be reworked. I am sorry If you did not look into this game more before buying it and expected it to be more of the same. It is not, now quit demanding it become so. You yourself named several good games that have more of the same, you are more than welcome to them, I am not there demanding them to be different. You see, some of us are here to get away from that play style, Not make Arenanet conform to it
I understand you wanting things to change and move away from the tired WOW model. But that doesn’t mean you accept any change as good. Bad change will hurt more than staying with something that at least people like, as flawed as it is.
And in what world is making a game activity not reward you a good idea?! The dungeon rules are broken if applied to any game design ever, not just other mmos.
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.
Never mind just found the post. Sad day. Punish people for playing content. Just because someone wants to do a lot of the same content doesn’t make their way wrong from yours.
So it says it is nerfed. How badly though? How long do I have to wait before I can run another dungeon? And will I ever get the normal amount of xp again or is it a one time deal and then you get half the gain for the same work forever?
Nerfing the amount of times you can go in in a given amount of time would have been better than making it useless to farm them. Grats to people who want to spend all day discovering hearts. Thanks for making other peoples way of playing obsolete.
This is how I think it works. For story mode, you only get the 15kish xp once, then its 7-8k after that.
For Explorer mode, I got 19k xp for the path I just did, and if you do the same path again you get nerfed xp, but if you alternate between different paths you get the full bonus. im hoping the full bonus is like 19k
If dungeons aren’t intended to be a grind, why exactly does it take over 50 runs to get a full armor set..?
Really confusing me here.
The game designers do not want you to do the dungeon over and over again in rapid period of time. Perhaps they want you to get the full armor set in, say, over 3 months of play, playing for a few hours a week. The rapid repeating penalty is probably to discourage players from rapidly doing a dungeon over and over. However, punishment is never a good answer, and thus the backlash from the player base, who doesn’t want to be punished.
tl;dr they want you to do the dungeon casually once in a while, not 9 times per day over a few days.
a lockout timer does a better job than this “fix”
No Please no lockout timers! Id rather be able to do a dungeon over and over with little reward when I want to, vs wait for a kitten week with nothing to do.
Let me clarify the change a bit since not everyone understands it.
If you run the exact same chain twice in a row you will have your rewards cut. This means you can bounce back and forth between 2 different chains, even in the same dungeon without ever hitting this change. This change is made to encourage people to try different chains.
If you speed clear dungeons at a rate of more than 2/ hour, and continue to do that for some time your rewards will slowly begin to degrade. It doesn’t kick in after running a single dungeon and it doesn’t immediately zero out rewards.
Finally we reduced the value of repeating the story mode, because they are built to be easier and we want to encourage those repeating dungeons to run explore mode.
Thank you for the clarification. That does make sense. But why do you see a need to cut xp from story mode drastically when so many people can only complete the story modes?
I really wish players would make up their minds.
You whine when the game is too easy.
Then you whine when the game is too hard.You whine because there’s nothing to do at 80.
And then you whine about grinding dungeons for badges for gear.You whine that the game is too much like WoW.
And then you whine that the game doesn’t have a dungeon tool, dps meter, and inspect like WoW.There’s just so much going back and forth. I honestly hope that ArenaNet just sticks with whatever their philosophy of what makes a game fun because if they try to incorporate everything players whine about wanting, other players will then whine that those things are in the game!
You know its different people asking for different things right?
Anyway in the end, people will accept whatever style of play if they feel their time is justified, and they don’t right now.
Why don’t we call it like it is? ANet makes a profit from selling gems, which they also allow to be purchased with gold. Anything that greatly increases the influx of gold into the economy, similarly reduces their chance for profit. It’s obvious where their priority was, when they not only made dungeons harder, but implemented diminishing returns on silver rewards. We saw no change in the turn-in items. Instead of dressing it up as “game balancing” why not just call it like it is? It’s shoring up a leak in potential profit.
Ok why did they nerf the xp though?! I was enjoying running AC over and over on story mode and Ex, and was looking forward to CM very much. Im confused about these nerfs. Do I only get say 15k xp as opposed to 1k for my 37 level once now every day? Or never again or what?
This isn’t impressive, I’m pretty sure my 10 year old nephew will have an easier time at this game then people my age. They are kids, its what they do play video games.
Why does everything have to be an extreme? Why can’t the dungeons be hard enough that your speed of completion and amount of death is just proportionate to how good a player you are. Its all If you are a casual you suck and don’t do them, you will die over and over and be lost for 4 hours, but if you do EVERYTHING min/max you will be fine.
There are ways to put challenge in without limiting anyone ability to see content. Add rewards for completing dungeons with 4 and 3 players only. More gold, more items or something.
+1 it was a very fun post, thanks for sharing your point of view.
That is a good point about having to concentrate. Be nice to be given chance to breath every once in a while and to be able to chat lol >.< But like you said in your first post, you let up for one second and you end up dead.
TO put it simply I’m reevaluating my interest in this game.
Many people have brought up many good points about the dungeons in this game, and have put down many constructive suggestions, I will try to avoid repeating. But so far from ANET’s responses, it seems that the direction they are taking is completely against those who are arguing for either better rewards or tuning of the content to make it a bit more accessible and less frustrating.
For me personally I just wanted a game that would would pull away my friends from WOW. I played WOW for years on and off, and hated it. I hate the trinity system, I hate how encounters in that game are impossible, unless you do them the exact one way you are supposed to and then they are boring and easy as hell. There is no depth to wow, you do every encounter one way, you spec your character one way, and that’s it. Why did I play it? Because It was ACCESSIBLE. Everyone I knew played it, and it shames me to admit that I had to bow down to peer pressure in this case. But casual no stress environment attracts people.
In the end, the fun you have playing with people outweighs any shortcomings of mechanics.
I play MMOs to play with fun, nice people. Unfortunately the average player just doesn’t play a game like its a job.
I convinced my sister to play this game, and I let my friend and his wife try it on my account, and they both got it. And I was going to try to get my Significant other and her family to play, but right now that’s not going to happen.
We are 6 people so far, do you think all of us can handle the difficulty of your dungeons?? No, we can’t. As of right now only Ive been running story mode and explorer regularly, and I do love it. But with the exception of my sister who is a far better player than I, the others are completely turned off by the frustration and what seems unfairness of the mobs.
i paid for this game to enjoy it, but now i ended up more stressed…
i think you guys killed the casual players in the game..
This is exactly how I feel. Personally I don’t actually mind the dungeons too much myself, they are HARD but fun, if very frustrating.
It is stressing, I want a game that is not WOW that I can play with my friends. But I have no idea how I’m going to convince my SO and some of my other friends to buy this game now. They are older people, we used to play GW1 back in college, but very few of us have the desire to come home after a full day of work to this frustration. Watching me play AC story mode was enough to turn many of them off, even though I rarely die in that one, or come out with less money than I came in.
Agree OP.
Just to add to the no rewards part. This is a RPG. A huge part of the fun is from seeing your character progress. Yes the content is fun, but it’s just as fun or more fun for some people as also getting rewards that make you feel more powerful after you have done them. Nothing beats that feeling of getting a nice chunk of xp, or getting your hand on a rare item when you finish the dungeon.
I don’t understand whats wrong with generating money in a dungeon?! I’ve only run AC myself, story mode plenty of times and explorer once, and for all story mode runs but once Ive come out with extra money.
I really don’t understand these changes. All I want to do is run dungeons, but now you are making them less worthy of my time? There is a point where lack of reward is going to outweigh everything else. I don’t care how “fun” they are, if I wanted to just play a game without feeling that my character is advancing and getting more powerful from nice drops/xp Id just play a polished and much more mechanically forgiving single player plate-former game.
I agree OP, Ive used the sliders, and Ill say it definitly helped a lot, but I still keep thinking I look too much like an effeminate elf, especially when Im standing next to a norn >.<
Very well written description of how things are going. Thanks for writing this.
I have to yell at my guild mates, who I’ve played with for a good 8 years, and who have cleared many MMO’s, to get into my regeneration fields because they’re too scared to stand in any field for fear of death.
That’s the conditioning that happens when making a single mistake of standing in the fire spells instant doom >.<
I think the difference between harmful and friendly fields in guild wars 2 are very clear though, except for maybe fire type things.