Showing Posts For Soki.3027:

Mob Reset Issues

in Bugs: Game, Forum, Website

Posted by: Soki.3027

Soki.3027

Fighting a Champion for 5mins only to have it up and decide it’ll reset is horrible.
Underwater is even worse. NOBODY fights underwater-champions because they WILL reset from their OWN movement abilities!!

What a horrible lack of polish this game has.

Camera-Related Issues: Compilation and Lengthy Anaylsis

in Suggestions

Posted by: Soki.3027

Soki.3027

Just going to give my +1 to this.
Everything in the OP, I agree with.

I also cannot reproduce the “Camera Glitch” – where it would reset to the center of the screen – but yeah..Everything else is still true, and really takes a lot of enjoyment out of the game for me.
It’s this sort of lack of polish that GW2 launched with that really weakens the game for everybody.

Hopefully ANet can mop it up.

Please make SAB permanent [Merged]

in Super Adventure Box

Posted by: Soki.3027

Soki.3027

Hello
Please keep SAB as a permanent activity in GW2

It is a higher quality update than what we’ve seen of the Living Story, and it’s extremely fun.

Events like Camp Karka, and why they're bad

in Dynamic Events

Posted by: Soki.3027

Soki.3027

A major problem with GW2’s Dynamic Event system is that there are a ton of events people just ~don’t do~.
Every event in a given level tier gives the same Experience, Karma, and silver – no matter how much time it takes to complete.

Champion events are an obvious example – they are generally uninteresting scaled-up normal mobs that have more health and damage on their abilities (the same kinds the normal mobs do). These are generally labelled as Group Events.

I have an example to show, in the new area (meaning they had time to see which types of events were well-done, and which were skipped in the original areas – but they made this one like this anyway).
It has you kill 2 Veteran Karkas within a camp infested with smaller ones – and is not labelled as a Group Event.
http://www.youtube.com/watch?v=nVoWfdBY8SY

(Video playing at 2x original speed)
It wasn’t too challenging, but it took a long time; and gave the same reward as the event where you give the NPC 10 Karka Eggs acquired from interacting with nests.

This amount of time investment/challenge is not justified. It is the reason nobody goes out in the world, after FotM was released.
Is it really that hard for ANet to add neat little things like tokens from hard events, so that over time you can buy a weapon or armor set with a neat skin after doing them enough?

The grind

in Dynamic Events

Posted by: Soki.3027

Soki.3027

TO CONDENSE MY SENTIMENTS:
Good players are not rewarded for overcoming challenges – the majority of the game’s status symbols and cool items are gained from performing an easy task for an inordinate amount of time. This sums up my opinion, and why I think GW2 is not as good a game as it could be – but I implore you to read the rest of the post if you’re going to add to the discussion.

I believe that Guild Wars 2 was designed with the philosophy of urging players to spend money to buy Gems to convert to Gold – first and foremost; with every system in the game pushing players to spend money on the Gem store for gold.
Every single item that is even remotely neat or hard to get in this game is received from the Mystic Forge.
Not only does tossing a huge amount of trade materials into the forge remove flavor from the items you’re getting; but it empowers players who have a lot of RL capital to spend far more than it should.

The exotics for a fresh 80 are cheap enough – 12g maximum to deck yourself out, inclusive of exotic jewelry. This ignores runes and sigils.
After this, players go for cosmetic gear to transmute their stat-gear into. Here is where the tacky design starts up.
When you transmute gear’s appearence, you lose the actual item you’re transmuting. The two items fuse into one. That means that if you ever want to use that item’s skin again, you need to reacquire it

After getting the item skins and transmuting your exotics to what you want, what do we, as players, have to strive for? Vanity items, like Mystic Weapons and other neat-looking gear from the Mystic Forge.
Mystic Weapons are Okay. They have a feasible grind attached to them. To make a Mystic weapon, it usually costs between 7 to 12 gold , which is entirely feasible.
But, check these recipes out:
http://wiki.guildwars2.com/wiki/Mystic_Forge/Other_Items
Most of these unique equipments take an excessive amount of gold, or an unfeasible amount of grinding to get. No flavor. No quest. No challenge. No adventure. No journey. No ~fun~. Just grind. Plain, boring gold grind.
These equips don’t even have a unique sigil – just a skin.

With the way the market works, it’s nearly impossible for the average player to amass money at a decent rate without grinding, unless they convert bought gems to gold. Killing a champion in the world does not give you appropriate reward for the effort involved. Aside from this fact, Champions are generally pretty bland – just normal mobs with more health and damage. ~That’s it~.

As you can tell, I am very disappointed with how GW2 turned out – and have seen these sentiments mirrored by many other hardcore gamers. The game’s combat is fluid, and the gameplay is solid – but gameplay should be supported by strong systems that reward good players – and GW2’s economic and legendary/vanity item systems simply do not deliver on that. They reward spending real money on the gemstore and converting to gold; or grinding easy content until you drop.

As far as discussion goes, I’m interested to see what the broad community of GW2forums think about the state of the game; and what they feel about my opinions on the underlying item-acquisition systems of GW2; independent of the gameplay.

(edited by Soki.3027)

and it has begun...

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Soki, the thing is, the OP couldn’t have known the person was in MF gear or not unless he asked. So people are saying don’t blame MF when MF might not have been the reason.

The way you responded doesn’t even make sense with what I said.
MF, as a system, is to blame for this kind of thing.

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

yep~~~~~~~~~~~~~~~~

Any word on additional tags for custom BGM?

in Audio

Posted by: Soki.3027

Soki.3027

bumping it up due to relevance

Fractals Difficulty

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

It should either be an average of everyone in the group; or allow anyone to enter any fractal level – but make it so they only go up by 1 level at a time; and not level up a ton to match the party.

Of course, you then have to think abotu the later fractals – which require Agony-resistance gear – which is another form of gating for parties.
Agony is a crap system anyway – I hope they scrap it soon.

and it has begun...

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Kick him, plain simple.
If that happens to me I’ll do that. Then again I usually play with irl friends or friends I made in game.

The problem is in the system, not in the players exploiting the system to their full benefit.
They shouldn’t be doing that – but when the system tells them to do so due to how badly-imagined it is, it’s hard to justify not doing so.

Magic Find is a huge problem. Restrict it to food/temp buffs, or turn it into a thing that your equipment “Levels Up” to gain as you use it.

Fractals are good; Agony is evil

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Agony is a terrible artificial-gating mechanic.
Please remove it.

It is not interesting, dynamic, and it certainly is not fun.
It is there to artificially increase the longevity of content, in literally the most lazy way imaginable; aside from the content just being a flavorless grind (like acquiring a Legendary).

Please don’t rely on cheap gimmicky mechanics like Agony; and work on ways to improve longevity for content that maintains the Fun factor.

I’m well aware the Agony topic made a hurricane in the forums when it first came to light – but the more complaints there are about it, the more clear it’ll be that it’s pretty much unanimously hated.

My thoughts after (almost) one FotM run

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

encouraging elitism

I don’t think you (or many other GW2 players) understand what Elitism, or a Treadmill, really is – or when mechanics in an MMO encourage them.

I can outrun a centaur

in Audio

Posted by: Soki.3027

Soki.3027

Absolutely.
There should be a tickbox for frequency.

I suppose it’s for audio cues for boon/condition gain, but there are better ways to do that than the grating repeated cheesy voices they have.

Audio & Camera position

in Audio

Posted by: Soki.3027

Soki.3027

I have the exact same issue.

Any word on additional tags for custom BGM?

in Audio

Posted by: Soki.3027

Soki.3027

Currently for custom-BGM-playlists, the filters are:
Ambient
Battle
BossBattle
City
Crafting
MainMenu
NightTime
Underwater
I’ve haven’t gotten City or Crafting to work. Shrug

Are there plans to add any more filters?

Some examples could be SnowZone, OrrZone, CaveAmbiant, WaterBattle, DungeonBattle, DungeonAmbiant, etc
Dungeon-Specific ambiant and battle would be awesome – as would zone-type specific ambiant or battle.

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Since when have you started to ignore a guy with a rifle, especially sniping rifle? What would a sane person do on the sight of a sniper? That person should hide or at least distract that sniper to keep him/her from firing the killing gun.

Throw bricks to that sniper’s face, for God’s sake. And surely, stop whining about getting killed by a sniper because you just show your head to him then stand still.

The funny thing is that the mechanic for CM’s riflemen is to do more damage to MOVING targets.
What in the hell kind of mechanic is that?

It’d make more sense to do a ridiculous amount of damage to you when you’re standing still – not moving to avoid the Scouts; and needing to use every single dodge-roll whenever a rifleman fires at you.
When there’s 4 riflemen.
Oh, but you also have to dodgeroll when the Scout leaps at you!

See what I mean?

I hated WoW dungeons..never found them remotely challenging..the most challenging part was getting the idea of how to do it across to new people. And when you figured it out..guess what..it still took days to kill the kitten thing on top of following some inane pattern of idiocy like keeping them apart, facing it a certain way etc etc…

So what you’re saying is that you think any sort of boss mechanic is “idiocy”, and you’d rather slug ito a boss for 10minutes until it drops dead?
Okay.
I guess you’re ANet’s demographic, kudos

(edited by Soki.3027)

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

The reason behind literally every single person whining (it’s not legitimate criticism really, it’s akin to complaining about the difficulty of Tetris’ later stages) in this thread comes down to not having the experience yet to master the dungeon in question, and consequently not exhibit the will to try again. You often die the first two or three runs? That’s part of the learning process. Take from it and try again. Think outside the box of your regular PVE modus operandi.

I hope ANet realizes they are dealing with one very vocal minority here. To name an anecdotal example of the silent majority, my guild of mostly casual players, who don’t even use voice chat or strategize before entering a dungeon, are having no problems whatsoever with any of the dungeon paths. I don’t recall the need to quit due to difficulty mid-way on a first run, even. In my opinion, dungeons need a boost in difficulty, at least those that will get added later on.

But that’s not true.

The dungeons are just plain poorly designed. They are a step back for the genre; and if it was ANet’s goal to make MMOs more dynamic and interesting, it certainly isn’t reflected at all in the way they designed dungeons.
I sincerely hope you don’t think the dungeons are in any way examples of good design.

For the 10th time: Dungeons are not, in any way, a challenge. That’s the problem. The bosses take a stupidly long time to slug through, the only time you can ever die is to cheesy BS (like a contact-trap that is undodgeable with no indication of its location on the floor one-shotting you); and all it’s about is repeating until you memorize everything.
THAT IS A PROBLEM.

You think it’s designed well because you get downed by those cheese-mechanics, and you don’t know any better to distinguish the difference between Difficulty and Artificial Difficulty.

(edited by Soki.3027)

~Zhaitan The Disappoint-er~

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Even with the mechanics working right, it’s just a slog through worms while you mash 2 against a stupid amount of health.

GW2: KMMO.

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

I find the dungeons to be completely devoid of challenge; with the only times I’ve ever been downed being to cheese-mechanics no amount of skill could see coming. (Random traps that cannot be dodged being an example)

GW2 dungeons are designed very poorly. From people I’ve spoken with on the subject, if they think they’re designed well and are a decent challenge, I’ve found out that they’d never done anything of note that is an actual challenge that isn’t a grind in any other MMO.
If you’re not familiar with what makes something in an MMO a challenge, you really shouldn’t try asserting that GW2 dungeons are challenging.

I suppose Mediocrity is this community’s mainstay. If you want GW2 dungeons to be a mediocre slog through cheesily-designed tunnels, I really don’t know how to argue against that sort of nonsense. =\

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

While I’ve noted your condescending attitude to people who disagree with you in other posts going so far as to put on the act of a mother talking to a confused three year old when they perform the heinous crime of, gasp, having differing opinions on subjective matters, I’ll give you the benefit of the doubt and humor you here.
I’ve bolded the part I wish to speak of. I enjoy running the dungeons for the challenge and the story. Rewards for me personally are fine, those being silver and karma. I also understand that isn’t for everyone and agree the main problem with dungeons, barring a few BS pulls, are the rewards. Anet has already stated a fix for this is in the pipeline and I trust them to follow through, though what that reward system is I don’t know.
I will however state that a proper reward system should have been in place from the start. I’m just glad they’re working on fixing it.

Actually, they may have been referring to me as well – and our opinions seem pretty much aligned (Dungeons are not at all hard, just tedious).

I truly do hope ANet refines the dungeon experiences in the future. If they just keep making things like stupidly-easy but long bossfights; bosses that have no feasible tells; bosses that spawn with adds that, alone, have cool mechanics, but together, turn into a CF of bad design and misguided “More is better” ideals; or traps you’d literally ave to have foresight to see coming; dungeons will be forever-mediocre, and people who accept and thrive on mediocrity (das yew) will be the only demographic who enjoys the game aside from pvpers – something I don’t think any company should strive for with their design goals.

Temporary game bans for forum misconduct

in Suggestions

Posted by: Soki.3027

Soki.3027

I thought this would be a suggestion to have this -not- happen, if it’s already occurring.
Aside from extreme cases like threats of violence, this is an asinine idea.

New Profession: Monk

in Suggestions

Posted by: Soki.3027

Soki.3027

Cute
I’m sure they have ideas for possible future professions – but for the first expansion, I think they should add a few weapon-types – up to 3 – rather than add in a whole new profession.

A "insta-level-to-80" service?

in Suggestions

Posted by: Soki.3027

Soki.3027

You can already buy Lv. 80 by buying crafting mats.
I’ve done it for my Ranger.

Getting to 80 doesn’t relieve you of any duties. You would not know what to do, how to play your proffesion, and be horrible under geared. Not to mention ,why pay $60 for a game and then buy gold to level to 80? You’re basically asking to bot or buy a powerlevel service which is something ANet kinda fighting at the moment. No one is pushing you to get 80 asap but yourself.

To be fair, it’s not like playing GW2 is a complicated endeavor, as far as learning professions.

Fix legendaries.

in Suggestions

Posted by: Soki.3027

Soki.3027

I think the main problem is that the road to get them is ridiculously bland.
You grind like a good Korean (Based NCsoft) and get your cool skin. Great.
No cool background. No story. No exposition. No reason why this legendary is special. Just grind and get the cool skin.
No-skill. Just time and tedium.

Quotes for Legendaries?

in Suggestions

Posted by: Soki.3027

Soki.3027

I think that’s a fundamental problem with Legendaries in GW2: The road to get them is just a big long skilless grind; not a long interesting quest-like endeavor.
It kills any flavor each legendary has. They’re nothing but cool skins – which is pretty lame.

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

If that’s the strategy then that’s the strategy. No matter what build you are everyone can switch to at least one condition removal skill, many of which can work on other people as well. Needing to vary your skills mid dungeon on a pull by pull basis is not bad design. If anything it’s better than the “pull everything, AOE it down in 30 seconds” crap most MMO gamers are brainwashed with. Having to actually think about a trash pull isn’t a bad thing, even if it’s something minor as “switch one of your skills to X.”

It took you two tries, but you finally found one of the dumber pulls that doesn’t appear to be on the devs radar. I’ll agree this pull is stupid, but it’s so far one of two that I’ve come across. The Inquest Grenadiers being the other, but the devs again admitted to such and are working on changing it, making it a non-issue.

Your subjective opinion, I’m afraid. Just because you don’t like it doesn’t make it a fact. That’s how simple it is really.

I do hope you can respond to the overarching topic now; rather than kneejerk to what is, effectively, semantics. If you can’t, you can always relinquish whatever point you wanted to make to me.

No I’m quite happy to keep proving you wrong, no matter how condescending you act.

I brought up more interesting things to discuss than a simple example of the bad design that’s the norm in GW2 dungeons – you may want to respond to those, now. You know – the ones that go along the veins of
“GW2 dungeons rarely being an actual challenge; rather than an exercise in tedium”

Kid you don’t really know tedium in MMOs if you think GW2’s dungeons are tedious in any way. Tedium is a three month grind to even get access to a basic dungeon you won’t run once everyone’s done an attunement quest within. Tedium is farming a dungeon over and over just for the right to flick a switch and have it be an actual challenge, to the point people don’t want to run the hard mode since they’re sick of the place. Tedium is watching the same piece of loot drop after over a hundred clears, but you can’t go to the next dungeon until that piece of loot you need drops or the first boss will stomp your face in due to a minor stat difference. If trash pulls are what you define as tedium I think you haven’t experienced much of anything in this genre of gaming. Come back when you have.

Yeah, no.. See.. That’s not how examples work.
“You brought up one, I’ll give you that. But you’re still wrong!”
I brought up one out of 7 I have off the top of my head, of bosses and mob-pulls, that are poorly designed. I’m not going to list examples and explain them in simple terms so you can understand that GW2’s dungeons are a step back for the industry. You’re droning really hard already, and I can see you won’t alter your opinion based on examples.

You’re entering this discussion on one decrepit leg; and when you think you’re “proving me wrong”, you’re cherrypicking which parts of my posts you want to respond to – ignoring the overall point in each one.

I’ve played EQ, FFXI, WoW, GW, and now GW2. I know about the skinner-box method like the back of my hand.
I also know that the same design flaws that existed in GW show themselves in GW2.
I’ve also played games in other genres to a high degree of competency. I’ve competed in invitationals for two modern 2D fighting games; and won 2nd in one. For 5 seasons of WoW arena, I placed within the top 0.5% of the ladder. I had my full-fledged Relic equipment for THF and NIN in FFXI.
I know a good deal about what makes a legitimately good multiplayer game; and I can pick out design flaws that can make a game deviate from being good.

^Was not to tell you how amazing I am. It’s to iterate how unfounded your “You don’t know TRUE tedium!” personal attack was. I know real tedium – and GW2 exhibits it with its Legendary grind – and it exhibits a different form of it with ANet’s “more is better” philosophy of mob-pack design and in terms of boss-health.

If you’re going to try to attack my credibility about “knowing true tedium”, you should also think about the game we’re talking about, here.

GW2 markets itself as a jump-in-and-play MMO. With the way the dungeons are put together, it seems like we’re going back in time 10 years to what would be acceptable design for an MMO dungeon during a time when Absolute Virtue was considered “Super hardcore epic-challenge” – when all it really did was spam every class’ 2-hour abilities and have a stupid amount of Health.

I’ll end with a suggestion: Think about your response this time before kneejerking and trying to resort to some sort of feeble fallacy such as attacking my credibility.

I’d be willing to bet I’m better than you at this and many other games, so keep that in mind as well.

(edited by Soki.3027)

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

So in order to counter his argument you bring up a trash pull the devs themselves think is bad and are actively trying to fix? You need to restructure your argument or just give up I think.

Oki-Doki – Do recall the working-term “One example” before I mentioned that particularly obvious example, though.

Pulls that include more than one Support Golem – the type that evokes a non-removable Fire Shield on all of its nearby allies – an example of a well-designed mechanic.
One Golem is an interesting challenge – to overcome the mobs body-blocking the Support Golem to end the source of Fire Shield is an interesting mechanic.
But that’s where things go wrong.
ANet seems to be in love with the idea of “More is better”. They have a mob that has an interesting ability that must be handled in a certain way. Then they add more of them. And more. And more.

3 Support Golems in a wave-style event with Bomb-bots rushing at the nearest player and beginning to detonate, while they have a Fire Shield on, is no longer an example of interesting mechanics. You must kill 3 Support Golems (Keep in mind, 1 makes it difficult to attack for any length of time) – which require a minute of straight damaging before you down one – for 3 of them.
While dealing with Fire stacks.

This sort of encounter is fightable, yes. Without corpse-running? Yes/ Is there any sort of strategy involved, other than “Stack condition removal at the expense of everything else, and just haphazardly tunnel-vision on the Support Golems”?
No.

This one-dimensional type of execution that demands a specific sort of traiting; with no option to adjust spent trait-points in-dungeon, is tedious and poorly-made.

I also go back to my Knights example, in TA E Forward-Forward path.
The boss is not hard by any means. The fact that he pulls with 3 Knights, no matter what, who each can do their leap-combo at different times, is badly designed. It pushes you into a metagamey “strategy” of letting the other mobs get bored, run away, and let you finish off their buddy.

If GW2 was supposed to make the game-world feel alive and teeming with personality, and make the combat feel strategic and satisfying – it SORELY missed its mark, in dungeons.

I do hope you can respond to the overarching topic now; rather than kneejerk to what is, effectively, semantics. If you can’t, you can always relinquish whatever point you wanted to make to me.
I brought up more interesting things to discuss than a simple example of the bad design that’s the norm in GW2 dungeons – you may want to respond to those, now. You know – the ones that go along the veins of
“GW2 dungeons rarely being an actual challenge; rather than an exercise in tedium”.

(edited by Soki.3027)

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

I won’t respond to Ares individually – I’ll just say they really need to re-read what I said more carefully. Also, they’re confusing what I’ve said with what someone else said, a few times in their posts. Until they can get at least this right, and find some sort of focal-point to direct their posts to, they’re not worth imparting counterpoints to.

Most of GW2’s dungeons are -objectively- badly designed.

Actually, that argument is a cop-out. -Objectively-, the GW2 dungeons have very good design – the sole exception to this is the destroyer boss in CoE.

The only problem one can objectively attest would be a bug, and those are rare.

Why is this objectively true? Because GW2s boss design is in line with a long tradition of games with similar difficulty. The disconnect is that modern gamers, especially MMO gamers, fail at that kind of difficulty.

And they fail hardcore. They are used to being coddled by games such as WoW, which made dungeons boring sleep-lootfiestas.

Maybe it’s just not the game for you – that’s okay. GW2 isn’t supposed to be a wow-like cakewalk. It’s supposed to be challenging in the dungeons.

You’re like someone going to a Mario game and complains that it lacks twitch gameplay, such as FPS or Starcraft require.

Spoiler: Mario’s developers won’t give a kitten about such an opinion. Neither will Arenanet

You know, the funny thing is that when you bring up WoW as an example of EZmoad, you’re really just shooting yourself in the foot, if you’re comparing to GW2. ^^;
Not only do GW2’s dungeon designs come off as exceedingly unpolished when compared to WoW’s dungeon/raid tiers; they are also amateurly designed, to boot – as well as offering very little progressive oppurtunity on individual pulls, aside from gimmicky metagamey “Pull one Knight at once, and let the rest reset” tactics – which I ~expected~ GW2 to depart from; if ANet’s hype for the dungeons were believable.

Granted that WoW has a heavier focus on boss mechanics than mob-pack intricacies(or lack thereof); but the sheer multitude of mechanics offered by the bosses in a single dungeon of WoW outpace GW2’s handful of mob-type-based mechanics for the majority of the released game.

I don’t mean to bring up the W-word – I know it’s a volatile subject around here – but I just thought I’d have to mention how your comparison was flawed; before moving on to explaining myself further:


The problem is that GW2’s dungeons are rarely an actual -challenge-. Either a boss takes 5mins longer to kill than it honestly should (Unthreatening punching-bag; tedium) or the tells for certain mechnics are either unintuitive or nonexistant.
Aside from these boss-related issues, trash-packs are designed sloppily.

Let’s use an easy example: Inquest Grenadiers. They do literally the same thing for 3 skills: Spam 3 different types of grenades; spawn 6 at once; with the grenades being unavoidable unless you dodgeroll.
Yes, they’re fightable. No, they’re not particularly hard.
They take a long time to kill, they spam a skill that hits for roughly 1/4th your health, depending on health-tier and build, and there’s 6 of them.

I want somebody to explain to me how this design is
1)Interesting and
2)Fun
The “strategy” for this pack is to essentially layer disruptive CC indefinetly – which truly does assume either profession or utility stacking – and even then, it’s HIGHLY unlikely to ever keep them CCed for long enough to avoid a single death to this uninteresting, unintuitive, unfun mob-pack.
The Grenadiers are just one example of many.

I hope now people will quit knee-jerking to call anyone who critisizes GW2’s dungeon design “baddies”/“noobs”.


ADDENDUM: Think about how the acquisition of Legendary weapons is designed.
It’s almost entirely monetarily gained, right? Whether through grinding for gold; to working the Mystic Forge for Clover returns; to grinding up/buying lodestones; to getting the marks of honor – it’s. All. A grind.
Not a sprawling, challenging, personalized quest for each Legendary weapon.
A grind.
Not a skill-based endeavor – a time-based endeavor.
An act of attrition.
Of ~tedium~.
Now, look back to dungeons.

The design permeates the entirety of GW2.
I hate to make the correlation – but, to me, NCSoft’s Korean roots are showing in a pretty nasty way, don’t you think?

(edited by Soki.3027)

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

All of those who use the taglines:
“Just dodge it!”,
“You have a bad build”,
“You’re a bad player if you cant do this”
All of the above are really just cop-outs.
Most of GW2’s dungeons are -objectively- badly designed.

Individual mobs have cool mechanics – the Knights in TA have a leap-knockdown-flurry combo which is fun to watch for, neutralize, avoid, and position against.
Then they put 3 of them with a boss in TA E.
That. Is. TEDIOUS design. NOT fun, NOT challenging: Tedious.

Generally, you pull the group opf them – spamming dodges (because each knight can Leap-combo at different times; and gib you before anybody could possibly respond) – kill one – outrange the others – and repeat until it’s just the boss left.
Is that hard? No. Not at all.
Is it fun? No. Not at all.
It’s tedium – and people really need to stop mistaking Tedium for Challenge.

Another example is in Story mode CoE. Kudu charges a shot that can’t be avoided nce it fires. That means you have to Dodge at the very end of the charge to avoid it. The problem is that there’s no difference in animation from when he BEGINS charging and when he FINISHES.
Compounded with the fact that he can teleport mid-charge, and you have a stupid tedious mechanic that can’t be avoided unless you’ve done the boss before and know exactly what to expect.

If while Kudu charged, a shock-circle slowly got bigger; then a big blast signified his shot, it’d make it a lot less tedius and bring it to the realm of an actual challenge – rather than something you “Just have to see a few times” before you can actually dodge it.

In short: GW2 Dungeons are objectively very poorly designed; and I hope future dungeons are improved upon.

Almost Every Single Dungeon is Poorly Designed

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

Autohits doing huge damage
Group of 8 mobs that spam grenades that cant be dodged unless you dodge-roll; and have high health
Mobs that, if they reach you, stack 11 stacks of bleed in one attack that doesn’t look any different from their auto-attack
Bosses whose actions are covered by damage numbers, while they do 1-shot hits
Traps that cannot be dodged that trigger at random, and cannot be seen unless you watch for a while
And, as with every other part of the game: BUGS. BUGS EVERYWHERE.

It’s like nobody even playtested most dungeons.
Some of them are fun, with interesting mechanics that are challenging in a non-tedious way, but overall, the experience with dungeons is not a fun one.
Tedium=/=Challenge.

I hope ANet moves away from the KMMO-style design for challenging content. Otherwise, GW2 will have no future interest in expansions from me.

Camera and FOV (field of view) - Civil Discussion

in Suggestions

Posted by: Soki.3027

Soki.3027

Oh, wow.
I particularly like how he neglects to mention the option to increase FoV/Camera Distance in those games.

I’m personally more concerned by the excuses (Flat-out LIES) told to the community on this subject.
I see ANet smoothed the camera swivelling out (Huge improvement) – and perhaps, with their footnote on the update, they intend to add a FoV slider.

Even so, by trying to pander damage control to less-informed-on-the-subject players, they’ve damaged my opinion of them.
Hopefully they adjust the way they deal with things like this in the future.

(edited by Soki.3027)

Why is travel more expensive than the best reward from DEs?

in Dynamic Events

Posted by: Soki.3027

Soki.3027

Travel still seems exorberant, especially in scaledown zones that don’t scale their rewards up.
“Do what you want” is a falsehood. If you want the best rewards, you go to Orr. If you want rewards you can’t use, or very small numbers or money that don’t cover travel at all, go do lower zones.

If ANet is pushing the “do what you want” playstyle, the travel costs should alter on a per-zone basis to accommodate. Otherwise, it’s a lot of hot air.

Why is travel more expensive than the best reward from DEs?

in Dynamic Events

Posted by: Soki.3027

Soki.3027

Travel is more expensive to do to the event than the reward the event gives.
Either Travel should be decreased in price, or events should give more.
I’m leaning to traveling with less cost.

Why i dislike dungeons, and find them badly designed.

in Fractals, Dungeons & Raids

Posted by: Soki.3027

Soki.3027

The biggest “cheese” mechanics of bosses are the ones where tiny bosses like Kudu have a charge-up graphic for their shot that doesn’t at all differ from the beginning than the end – so even if you can see the zappy charges through the fire, fire-field, 2 bigger-than-the-boss players slashing at him, and other fields, you can’t differentiate the beginning of the cast from the end – before a huge deathray (that cannot be dodged once fired) 1-shot downs you.

Kudu is the biggest offender with this – but other bosses have similar issues.
Aside from the cheesy bosses, the non-boss packs are more difficult.
Very disappointing, overall.

1. That’s not really true. Was running 2 explorables with another Elementalist in my team who ran a completely different set-up than I did and used a different weapon set. Sure it may not allow literally every build to work, there’s still enough freedom to give you choices.
2. I’ve learned by dying lots from this that being on the move all the time is extremely important in order to survive. Red circles generally appear in time and give you a little bit of time to react with a dodge.
Also there are multiple difficulties. Story-mode which is the normal version of the dungeon, and explorable, which is the hard mode version.
3. If you complete the dungeon you should be able to make a profit. Unless you really died a lot of times (15-20+ times).
4. No wonder you have problems with dungeons if you see it as just a mindless zergfest… The moment you see it as teamwork it’ll get better and more do-able for you.

@1:That’s true, there’s a good deal of workable builds – but I have to say, Melee has a much tougher time of doing anything than Ranged. It takes far more effort for the same amount of success.
@2:The worst mechanics are the ones that activate without red circles. Things like the boss who’s the same size as a player winding up, but you can’t see due to him being on fire, players slashing at him, etc – before getting 1shotted by that mechanic.
That is a cheesy mechanic. There should be a way to turn down other players’ spell effects – that would really help with seeing the tells.
Aside from the big wind-up ones, the “normal” hits hit way too hard. Meleeing as Thief on bosses is ridiculously tedious, because a single normal swing drops me down to half health.
@3:That’s true. Dungeons give a nice chunk of silver.
@4:Regardless of good teamwork, you can beat a dungeon by just repeatedly running int oa boss after dieing because their health stays the same. MAJOR design flaw, if they wanted anything about it to be challenging.

(edited by Soki.3027)

Why do scaled-down events give less EXP/Money/Karma?

in Dynamic Events

Posted by: Soki.3027

Soki.3027

Hello
It seems to be a design flaw to scale 80’s down to the zone’s intended level, but have the rewards of events there not scale up in EXP, Coin, Karma, and equipment-drops – especially when you’re a scaled-down 80 fighting a Veteran that’s 2 levels -above- you.