Showing Posts For Moros.6825:
No, not really. Then again, I don’t really know what the criteria of graveyard zerging is beyond running back from the waypoint after dying to a fight still in progress.
If it’s by that definition, I haven’t done very much of that since just after launch. Usually I’m the one not being dead or something truly catastrophic has happened and everyone died, not just me.
And no, I rarely if ever have premade groups. I find all of my groups in map chat in Lion’s Arch within 10 minutes. The more obscure dungeons take a little longer, but depending on the time of day, decent PuGs are not in short supply.
You have said NOTHING to contradict the existence of the issues that have been presented. All I hear from you is that you think or are better at overcoming them.
I change up my weapons, utilities and major traits constantly. If I die, on the way back I think about what was problematic on my previous attempt then take steps to mitigate that. Nothing in my toolbox is exempt from being switched in for a fight or two even if I don’t have the best gear or trait support for it. Yes, that means as a Warrior, I carry at least one of each of my weapons, two if they can be dual-wielded.
Trial and error? Sure, but that’s the way it’s been even in other MMOs when learning new content until there’s a hundred videos up on Youtube about it.
I have run dungeons with my friends before they decided it was a waste of time. We did what you describe as we were communicating over voice. We changed our approach to fit the situation. We are far from terrible players yet it took us too much time and effort to finish the “difficult” paths, in some instances we just gave up and left the instance. My friends are not casual players, and I don’t know where you keep finding these amazing random people that everyone uses in their examples to finish all the paths like they’re not at all challenging.
From common experience, when I enter parties with people who obviously don’t know the instance I expect to die a lot and so far my expectations have been lived up to. Besides finding a group at all for the dungeons that are below lvl 80, have you tried doing that? You probably made one appear at the snap of your fingers. I don’t have such powers and waiting hours for people to appear is not my thing when I expect to get curb stomped by trash mobs in the dungeon afterward.
Overall the people like you who enter this discussion to shoot down those who are having issues with the system tend to wave their hands about and spout a general “I dunno its easy! (insert I imply your all noobs)” without anything to back it up. You can’t really gauge the competence of people playing the game easily while those complaining about the system tend to have concrete examples of why its prohibitive in their enjoyment of the content.
I will begin by stating that I am a PVE centered player, I don’t mind PVP but it does not really interest me. So the most enjoyment I derive from the game at lvl 80 is running dungeons with my friends and getting the loots. Exploring is also fun but once you’ve seen everything, you’ve seen everything.
The problem I have run into is that I simply can’t enjoy the part of the game I am interested in. I have tried running dungeons on my server that are not the lvl 80 favorites which everyone runs every day to make money, get gear and etc. The result was frustration at not finding players to fill out my party and the overwhelming difficulty of the paths. Even in the staple dungeons like Arah, HotW and CoF people only run certain paths because the others are too much of a “pain” to bother with. The reasoning behind that is simple, the rewards are not worth the effort. I don’t think that should be the case for any content in this game, especially one that makes up such a large part of the endgame. I am hoping that attention will be paid to this in the near future so that people don’t have to be limited to a select few places they can play.
From my experience the frustration with the paths no one does comes from poor balancing in terms of the mobs that tend to inhabit them. There are usually too many mobs with too much hp or a few mobs that tend to floor you in a few hits no matter how well geared you are and no, dodging doesn’t help when you’re in a blob of enemies that CC you. I don’t think many people enjoy that kind of experience. There is a large difference between it being a challenge to finish an area and having to zerg it because no matter what you do leaves you with several party wipes. There are many areas where if you aggro any of the mobs in the room, the blob of enemies that will move toward you will simply steam roll your party on the spot. It really gets to me that a lot of the mobs in the dungeons that are supposed to be cannon fodder tend to be stronger than the bosses you end up facing at the end.
Outline of the current issues:
- Mob density too high in certain areas
- Non-boss mobs stronger than boss mobs
- The absolute need to repeatedly party wipe to finish an area (CoF Magg for all of you pros that keep chiming in that you never had to partywipe repeatedly)
- Time investment to finish the “hard” paths 1hr+ as opposed to easier paths 15-30min