Showing Posts For KallDrexx.7368:
Remove the UNREASONABLE repair cost (10+ silver) for level 80 PvE characters in Wv3
in WvW
Posted by: KallDrexx.7368
Repair costs would be much more manageable if the loot system wasn’t terrible in WvW and loot went right into your inventory. There are too many times in intense battles that I forget where all my loot bags were dropped (or just missed some) and therefore lose out on possible loot. And if I die, well that means none of the loot that dropped for me I’ll be able to pick up.
Honestly, I think most people in this thread are missing the core reason why dungeons are so hard and why there is such a gap between the “lol you guys just suck at the game” people and the “we died infinite # of times” people.
GW2 is a 100% completely different type of game than any other MMO out there, and in Dungeons it really requires having a good grasp on how things are different. The problem is that dungeons are a giant leap in difficulty without there being any middle ground.
Regular PvE is a joke in this game, which isn’t necessarily a bad thing. You literally can just run around and just mash buttons and rarely die without truly understanding how your button mashing changed the fight. In regular pve it really doesn’t matter how you play, in almost all cases you will win the fight. The only exceptions to this are champions (which are meant for groups anyways) and some veterans, although most can be handled with ease. The rest of the game lets users explore without being put in any real danger. For the most part you never, ever have to play directly with another person in regular pve.
Then players turn 30, get told they can go to the first dungeon in this game and the player goes YAY, cause lets face it this is the only game that makes you wait 30 levels to go into a dungeon. They get destroyed, find out the reward is only 20 silver or something and say “screw that”.
The core problem is there is no intermediary difficulty in between regular pve and dungeons. There is nothing that really helps you learn your class dynamics in a team environment in a non-frustrating way. There’s nothing that helps teach you “button mashing won’t work, here’s what you need to do” without outright stomping on you, so a lot of players don’t know the actual impact of changing their builds.
There is nothing that shows the benefit of switching some of your +Power armor to +Toughness, and nothing that explains how +Toughness actually improves your character (Yay I got +210 toughness, wtf does that even mean in the actual game).
They really need to work on ramping up the difficulty in some areas so that it’s easier for players to learn group dynamics without getting stomped. Once players get a taste of that and they start understanding how to work in a group, and what different armor actually means for their character then dungeon/raid type gameplay will make sense to everyone much more.
Until then, it will be like my guild where it’s impossible to get a dungeon group going because everyone would rather keep PvEing and make actual progress with their characters than to get steamrolled in a dungeon for very little benefit.
(edited by KallDrexx.7368)