Showing Posts For Saint.2043:
Signed. Stamped. Delivered.
I think Anet has forgotten this game is 20~ish GB in in size. By the time my friends download the game if they start on thursday they’ll finish sometime around saturday.
I have to agree, fixing a problem with RNG with more RNG is not a fix at all.
Good for you, I was talking to the other 99% who doesn’t play that way.
Well then obviously there is a pretty big problem when you have the same complaints from both the casual and hardcore players.
I’m sure that everyone complaining here are playing in coordinated groups, using skills that has synergy with your party members, using combo fields wisely, support skills and have a “balanced” set of stats instead of glass cannon build right?
If not, then it’s your fault if you fail.
actually I’m from one of the largest guilds on my server who coordinate over mumble and we just find the dungeons to be a mind numbingly boring grind. They aren’t fun just because they are long. They can still be 30 minutes, fun AND hard.
At this time, dungeons should one of the most efficient ways to level and get gold, and it is not our intention to make them feel like a grind.
You’ve failed.
They feel like nothing else than the biggest grind and incredibly counter intuitive to the design philosophy to the rest of the game. The way dungeons have been designed, all encounters are designed to be a large speed bump to keep you from completing the dungeon completely and given immense health pools which detracts from any interesting gameplay segments in the dungeon path.
Furthermore, players have no incentive not to find the quickest path through to finish due to the large cost of dungeon armors which seem to be inflated to match the prohibitively high cost of cultural armors. Whatever happened to getting a rare piece of awesome dungeon armor every time you run the dungeon? Whatever happened to cultural armors being rewards for karma? These things were changed close to launch and I believe it was because you at Anet over-reacted to player worries about endgame.
I’ve previously made a post on these forums about how the new dungeons aren’t hard (in the challenging sense) or fun. But more tedious. I still believe this but I still believe these can be fixed by making trash mobs fit more into player expectations. It’s doing no favors to the dungeons that the trash mobs are considered harder than the bosses and are becoming more memorable and infamous than the encounters that players should be remembering, the bosses.
I believe the game is fun and dungeons could be fun with tuning but that tuning would have to be in the opposite direction than the one you’re heading. Nothing has made me want to stop playing than when I discovered this morning that I have half a dungeon set and an impossible sisyphus-like grind to get the remaining pieces of my armor set with no reprieve in sight.
You do know that you have two weapon slots, correct? You don’t have to spend 100% of a battle in melee or 100% at range.
Yes. I’m making the point that there’s no reason to go melee. dungeons force you to go 100% range.
Yes you can dodge. that isn’t the point. the point is this:
Why go into melee range if you are just going to immediately roll out of it or die? You can dodge, and I do dodge and have done so to great effect. The point is that there’s no point getting that close because you’ll die. its better to just use a ranged weapon.
Whenever you get within melee range you get hit for massive amounts of damage with very little options to migitate it. You can delay the damage but if you stay in melee you can’t avoid it. There is no incentive to spec for melee in a dungeon.
I am well aware how to dodge. Dodging has no relation to any of the points I’ve brought up.
Just tedious. A test of a players endurance, how long they can follow basic paterns before fatiguing but that’s all. The trash mobs have about 2/3’rds more health than they should in order to make them a speed bump to slow down groups and keep them from completing the dungeon quickly, there’s no need to swap weapons in combat or coming up with any tactics as going melee in most cases is suicide so everyone just goes ranged and you can’t seem to decide if you want to reward or punish players for using control skills in big fights as getting close enough to get mobs in range for a “fear me” or a stomp or other normal control skills usually means dying immediately.
Bosses not only have the 2/3rds extra health but also have stability. Yes it can be removed but why bother going through all that work and group coordination when it just gives you a window for a 2 second stun then stability is back with 5 stacks. I have to question the purpose of giving every boss stability in the first place thoguh when throughout the rest of this game you’ve attempted to teach players a new way of playing the game where control is important then throughout the endgame you take away all the new found and hard won skills you gave players by making every boss immune in order to pad out the completion time some more.
Also, I don’t know why there are 4 different paths, every group will just want to do the easiest one to get tokens since the armor is so god awfully expensive. And I get the feeling that the armor is only so expensive to keep it on par with the overinflated price of cultural armors.
Normally I wouldn’t say anything because most MMO’s use this kind of tedium to keep subscribers, but since this isn’t a subscription based game and since the devs have said that their goal was to make the entire game fun then I just have to point out that as dungeons are now, nobody is having fun. The unskilled or uncoordinaed just die and give up or find a group to get carried by (and will likely never get enough tokens to afford the armor) and those who are skilled enough to play through them will only ever play the quickest and easiest path to get the tokens then never touch the dungeon again.
I figure this post will get ignored but I hope someone takes notice. The majority of this game is a step forward in the MMO genre but the dungeons themselves is a huge step backwards into grind.