Showing Posts For Krypto.3569:
+1
This is a new game with new mechanics. i personally expected some issues this halloween . im having a great time and loving what youve done with holiday content so far.
I understand your feelings op. it is how I felt and everyone else. But all at once the mechanics click and your having a good time. Been running dungeons a whole lot now and haven’t wiped in I don’t know when. I promise it gets easier. It’s all a matter of everyone understanding their class and having learned to work the utility abilities.
To say the dungeons will be the SAME 6 months from now isn’t going to hold up either. We’re going to be doing lots of updates to dungeons, changing things that didn’t work out, and introducing new features as we find the time/tech to implement them. Our hope is that dungeons will stay nice and fresh for a long time
Dungeons are incredible, having so much fun doing them but we do need some really hard stuff, that requires Guilds and Time(days perhaps), i miss the guild calandars in WoW. the planning and time it took to complete dungeon content. made you feel good as a guild.
Honestly my first impression was they made a dungoen system that requires mitigation(tanks) but doesnt supply them. But once you learn how to do dungeons and play with people that also know how its only challenging enough to be fun.
you cant build like a glass cannon, GW2 is making you choose one outlet of damage be it raw power, critical strike chances, or conditional damage. the rest of your traits should go in sustainablity. (my opinion from observation)
Dont give up on instances, they really are great and offer that level of difficulty that rewards communication and teamwork.
However it wont be long and everyone will know each fight perfectly and we wont need to communicate as much. Ran path 1 on CoF in less that 30 minutes and with minimal communication. my PUG knew what to do so we just breezed through .
That is a good idea, I was thinking having bonus weeks that include extra tokens for the dungeon of that week. And allowing tokens to purchase big mats or creating a second currency that is the same in all instances and buys legendary mats, mini pets, and accessories like rings and such.
What ever arena net decides will be awesome.
Am i understanding that i can no longer use a tramutation stone on gear that i already equipped. so if i don’t like the appearance of the new gear but need the stats i up a creek?
1.) Vanilla GW2, Dungeon WILL get better.
2.) its true that puggers wont have fun in Explorer Mode. Ran with my guild with team speak and didnt wipe but one time.
There has always been 10-20 people outside of AC and CM until that new patch hit, now there is less than 5 and i have no idea why. Do the running a chain twice in a row include story mode? This new patch seems to have made dungeons less attractive and in turn ruined me getting into them.
I logged in today to run CM or AC and neither Instance had more than 10 people outside…
is there a reason no one is hanging out? i know they patches instances but there should still be more action than this i thought.
Exactly what endgame should be.
Dungeons shouldn’t just be endgame content.
I just ran the Lvl 40 dungeon as a level 60..fully geared in yellow vitality toughness gear and was ONE SHOTTED.
this was in story mode for crying out loud.
no way is that made for the level it “SAYS” it is for.
I wanted to run with some friends..looks like we have nothing to do together in this game anymore.
Not until you hit 80. Shame on you ANet.
No one character is made to sustain massive amounts of damage. If you were one shotted it was because you were trying to fulfill a role that doesnt exist. You have to learn the mechanics of the game. not stack HP and hope you can live long enough to down something.
How can anyone get use to dungeons if you have rangers to discourage running instances. ive ran AC several times now, but when im running with a new group to AC its just a continual wipe after wipe because the rangers are too strong and the newer players dont know what to do. i sure hope the other instances arent such a chore to play through. i can handle the wipe once or twice per mob, but it is getting ridiculous.
nerf the poison damage or make the spike traps more obvious, its a black ball that nearly matches the colors of AC’s environment, its impossible to dodge if your not watching out for it every time.
I have an easier time in AC EM.
1. Equiptment Damage:
I dont mind the dying so much anymore. everyone seems to know the game now so its not so much facerolling but why do we have to have armor damage in dungeons? apparently dying is part of the experience and with loot being normally lower than what i need it doesnt make the cost worth it.
2. Better Understanding of Surroundings:
I have no idea who is focused half the time, the enemies ive fought so far have nearly transparent attacks that only show up on the health bars. can we have some kind of focus indicator like WOW does, or enemy attacks that flare better, so i know who is being attacked.
3. LFG system:
I would like a LFG channel or Window. Its not really bad right now, but to beable to quest and do things while making a group would be great.
I see tons of Post about whiny people complaining about how hard the dungeons are.
I Love that they are a challenge. That they require teamwork strategy. I love how I don’t just stand there and shoot or attack a mob and have to constantly be moving.
Please post here is you love or like the dungeons and think they are fine just how they are
(Yes I’m 80 no I don’t have 100% exotic and yes I’ve done them all even explorable)
i think you are confusing " i think they are to hard " with the feeling of cheap deaths, and broken mechanics. Like i told my guild after i explained i wouldnt be doing dungeons, it ISNT that i think they are hard because general mechanics behind it is pretty basic. Its that the design of dungeons is to prevent people from learning how they work. They do not explain the mechanics, no learning or teaching curve, and you die so fast you cant actually figure out what you did wrong.
A great game that was both hard and challenging was megaman, but that game did an amazing job of TEACHING you the mechanics before tossing you to the wolves. you saw hazards before they were thrown at you, often times seeing examples of it. The issue with GW2 dungeons is that… they are designed with idea that you know all the game mechanics, you have perfect spec/build, and perfect class combo and never make a mistake.
Darksouls was also brutally hard but, when you died in that game you understood why you died. GW2 doesnt do that… you have no idea what you did wrong, most of the time hit with things cant even see or are so subtle you dont notice it. Damage is so high from mobs that most of the time you get hit and either dead or lose 90% of your life…is no time to understand what you did wrong before you are dead.
All in all… GW2 dungeons are not enjoyable for alot of people… and i dont think you will see alot of non-gw2 fanboys/girls playing them i personally couldnt give 2 kitten about the story in the dungeons and if i want to see it i’ll get a playthrough… because its NOT worth the dungeon armor set and its NOT worth the repair fee…
keep in mind this content is suppose to be fresh, even at 80. If these are a breeze at current level, they will be forgotten at 80.
I enjoy the dungeons so far, However there are some points that need to be fine tuned, because i dont think that some boss should be done in approx one way or die(the grave lizard in AC EM, the ghost eater and king something). However i am having fun, if they can remove the damage to equiptment in dungeons and make some bosse’s animations more defined i think it will be perfect.
Keep in mind we are doing the very first dungeons of GW2, They will fix what they can, and add more with more of what we want as their fans and consumers. I know that i found me home MMO. and As a huge dungeon fan i can see the magic to be made here.
I do not find any problems with instance at all… I’ve completed every single instance but the lvl 80. You just need to be competent along with the other 4 on your party. If you die to much, just get revival spells. The harder the better, if its too easy it will get boring =/
that isn’t a very productive opinion, you apparently don’t PUG. im looking for information on how to play these new dungeons. and saying you have to be good isnt really telling me much.
i want there to be a challenge, i want it to be hard. but i dont want it to be a quick death, i dont even have time to look for combo fields or CC enemies off of allys.
The best option i can think of right now, is increasing CC durations. my blinds dont last long enough for what the Cooldown is.
Having read all the posts in this thread, I have observed quite a lot of comments about how the dungeons are too hard, and the loot is not good enough. I doubt I have much to say that will differ greatly from that of previous posts, but I simply cannot restrain myself from chiming in.
As to the difficulty of the dungeons, and the fact that most players are not prepared for this level of challenge: I agree, the dungeons are in fact difficult, and open world PvE does very little to teach you the skills required to complete them. That is why I feel AC is level 30 and not less…you need those initial levels to simply learn the basics of any profession. THEN AC teaches you the ADVANCED tactics you will need to successfully complete dungeons and high end content in this game. I agree with the statement that this is completely unlike WoW, where you basically just had to show up in the right gear, and you could faceroll any instance. Dungeons in GW2 require TEAMWORK, using skills you may not normally use in basic world exploration and casual questing. I play my Guardian one way out in the world, and completely differently in dungeons. In dungeons, characters need to utilize skills that benefit the entire group, not themselves. Kiting, CC, TARGET ASSISTING, etc. are NOT optional. You cannot simply enter a dungeon in GW2 and expect to play the same way you always do. The strategy for each encounter is not always obvious (in fact, it rarely is) but there is one to be found if you’re determined. Bust out your boons, keep an eye on your team, combat awareness is key. Its pointless to claim something needs tuning down because it is too difficult when there are many people completing these dungeons with proper groups and tactics (I have completed dungeons both in PUGs and with guildies, and of course its vastly more difficult with a PUG…is that a really surprise though?).
As to the loot quality, its common knowledge (or should be) that dungeon drops are mostly there for aesthetic purposes…finding the cool skins for your EXISTING gear. I believe the tokens are also used for crafting legendary items in the Mystic Forge, but I’m not 100% sure about that as I have not personally used the forge as yet. If cool skins and legendary items don’t appeal to people, and neither does gaining a feeling of satisfaction by completing a difficult task requiring skill, patience, and preparation, then I agree, there is no reason for them to be subjecting themselves to the apparent stress running these dungeons is causing them. If, however, people are interested in developing their skills and learning the FULL POTENTIAL of their professions in an intense, demanding group setting, the dungeons are great. I can only speak for myself of course, but I greatly enjoy the challenge the dungeons present, and each time I do one, I learn a bit more about the profession I play.
I would personally be greatly disappointed if they tune down the dungeons. They’re great the way they are, and if they were to be made easier, it would diminish both the feeling of satisfaction gained through a successful completion, and the value and purpose of acquiring less common skins for your gear. What’s the point if everyone can simply show up and get them? As end game gear stats are pretty standard, the main thing to strive for a unique look for your character.
Just my two cents worth, of course. At the end of the day, do what brings you the most enjoyment…it is a game, after all.
i agree with you to a point, i dont want the dungeons to be easier, but the mobs are literally facerolling us. im not really sure if this is because we sucked, or because the mobs are way to strong.
the way the fight feels right now, we are getting downed too fast, i dont have time to think about whats going on, im starting the think that there isnt just one puller in this game anymore. it’s more of a “charge!”
Okay, i wrote a thread asking how the dungeons were meant to be played. turned into a huge discussion, although i would gladly accept some changes to make the fights more fun and less of a bloody massacre like this , http://youtu.be/cCI18qAoKq4 , and more organized and have more time to survey the battlefield and help a downed teammate.
i would be disappointed if they were just made easier.
So my topic is, how are mob fights initiated? i play a guardian so i thought i should initiate, i got dropped in 2 seconds, if a ranger pulls with his pet it will suffer the same fate. what is the safest way. also as a melee fighter i feel like im still the primary target, but without the sustainability of an actual tank.
Dungeons are designed for an organized group of players. Once you get an organized group, the challenge won’t be on completing the dungeon, but clearing it efficiently. This involves pulling correctly, stacking might and other buffs, and learning the enemy attacks. If you ever played Guildwars 1, you would see that aggro control doesn’t involve using get-out-of-jail-free skills to get enemies to stop attacking you. Melee mobs are easy to kill because you can cycle snares and damage. With ranged mobs, you change tactics, pump AoE attacks, spam blind, and have your group use the projectile shield skills as you have plenty of them.
The dungeons have a Dark Souls style of play, forming random groups to try and clear it is a trial in patience since there is unlikely to be cookie cutter setups to be introduced in the game. You will fail more than a few times trying to do each dungeon.
There isnt enough CC to control the mobs long enough to really save anyone. There is something missing, I am all for team play, and i find myself reviving allys more often that most. But the fact that a mob of three can wipe our entire group in just a few seconds ruins the fun, and doesnt allow enough time to realize what is going on and what is the best actions to take.
Do you feel that the instances in their current state are balanced?
I was excited to finally be 30 and run my very first dungeon, got the group and got completely mowed down by the mobs. the bosses seemed easier and more fun than the mobs between.
I know this game is suppose to remove the roles of tank and healer, which im totally for, but why did the experience feel like the roles were still necessary.
my current opinion of the dungeon experience is that it seems like skill isn’t even a factor, i used my slows, immobilizes and stuns, dodged and tried to save other members but between the ranged mob and no way to escape the AI’s focus ( taunts or lowing aggro) it felt like a massacre.