Showing Posts For Tora.8610:
While I agree that this jumping puzzle needs a little more leeway in the time/jumping accuracy, there’s a slight trick in the jump down/fall place, you can aim for the 2nd platform (it’ll come out as you fall) instead of the one with the chest to save yourself a li’l time if you know you’re already slightly behind.
This jumping puzzle is also way too punishing on people who’s computers can’t quite load as quickly (dead by the time they “get in”) as well as people who just don’t have quite as much twitch reflexes. I’ve gotten it on 4 characters already, but seriously, there’s almost no leeway except at the very end… if you accidentally get caught on any of the awkward geometry (happens quite a bit to me on this weirdly placed cube near the very beginning right after the blow-out platform) you’re as good as dead. Its just way too fine-tuned. I think it’d be good enough if you just gave people even like 2 seconds more leeway instead of the half~one second it feels like right now near the beginning.
… they really need to do something about the camera getting messed up by characters larger than yours standing on you…
Same issue on FA
reminds me of the polar bear mini in gw1… some people got more than 1.. others never did :P
Why 5? It should be 7 days + not being able to transfer to a server that your current one is matched against.
This will get rid of all wvw related transfers, and legitimate players can still transfer if they need to… worst case they have to wait a week to transfer, but that’s not that big a deal if they really want to transfer to a certain server.
The guardian Radiance line minor trait Renewed Justice won’t trigger on the summoned risen grubs which don’t give exp/loot
They need to make it so that ONLY mobs drop tokens, and the further “back” into the instance the more likely they do. And to prevent people grinding only the first few mobs, make the drop rate there abysmal for tokens or something, or only start dropping tokens after the first chest.
Meanwhile make the end chests have a chance of dropping some sort of unique armor/weapon look.
Problem solved.
Their last (informative one anyway) patch “fixed” the DR issues hitting people too early by making dungeon DR(and daily token bonus) ACCOUNT and not CHARACTER bound. So this is by intent.
Short of the last patch’s “relaxed DR” changing this behavior, this is by intent.
They already “fixed” the CoF exploit a while back…. and glyph of renewal is now absolutely totally useless considering the simple fact that its cast time is longer than it takes any random mob to finish off someone… and if a mob didn’t have someone targeted you’d be better off just rezzing them anyway since its faster that way…
So…. they priorities these “fixes” that render some skills even more useless…… yet ignore dozens of problems with bugged skills such as the switch-to-air-element-auto-attack that has been bugging us since day one….. nice to know they have their priorities straight -_-
As some one else said, sometimes i wish I could use the elite skill slot for a regular skill…. the ele elites are more often than not useless as hell, and now its totally useless in water again.
[Elementalist] Swapping into Air attunement causes character to auto attack nearest mob
Posted by: Tora.8610
Can we please get some sort of input on this from a dev? This bug has been around since forever, and it is VERY annoying since most of the time elementalists switch to air element (at least all the ones I know anyway) are for the speed boosts, but the end result is a speed loss due to entering combat.
Option to auto-return(reject) messages from people not in your guilds/contacts
in Suggestions
Posted by: Tora.8610
Add an option that you can enable/disable to auto-return messages from people not in your guild lists or contact list (Friends list only, not followers since that’s one-sided). Also make it so if you have a full mailbox you can’t send more mail.
Not only will this prevent people from getting annoyed by gold sellers, it’ll also prevent the gold sellers from easily sending out more mail unless they clean up their mailbox.
And for the people who still do trades through mail, you could just not enable this, or add someone to your friends briefly…. you really should be using the TP though…
They have to reduce movement speed to stop you being able to kite monsters forever. Either that or make every single monster in the game move faster than you.
But jumping puzzles are annoying with it.
Pretty much all the undead in orr are faster than you period… unless you’re one of the classes blessed with constant speed boosts over 10%…
That aside, at least make enemies slow down in combat as well… annoying as heck when they still have super-speed while you’re slowed down to a craw….
I’ve done 4 dungeon runs, so in total 20 separate rewards, 19 of them were correct.
I’m happy for you. Your experience is not shared by almost half the player base. That’s a major issue.
You would be crazy to make such statistics from such an extremely small sample space, especially since 2 million copies were sold.
And how is that any different from you assuming the opposite?
Sure there’s a degree of error, but you work with the data you have.
Of the two runs I mentioned before, only 1 of the people in each of the runs got the proper reward.
The every other person was a rough estimate of the people I talked to after that, in voice chat and in game. No, its not a random call in map chat or reading on forums.
Take that however you will, since this is the internet and we all pull stats out of our behinds anyway. I’d love to see an actual poll for this, but short of having it in game right after dungeon runs I doubt it’d be too accurate anyway.
The icing on the cake though is this comment…
All rewards are susceptible to our code that is dealing with people who are speed clearing dungeons. This means that if you are speed clearing and then play some new chain for the first time it may not reward the full 60 tokens. If you find yourself getting less rewards consider whether or not your rate of dungeon completion is extremely high.
Rate of dungeon completion is extremely high.. what the heck is that supposed to mean when NO ONE WOULD TELL US WHAT’S HIGH OR NOT? Oh, we’re supposedly to just magically know the exactly times it should take us to do every dungeon? Or maybe we should all just take a 1-hour break after every boss just to be sure… and I don’t see we can’t just be told this magical number for the dungeons anyway.
Since
1. Its not being farmed by bots, so the argument that botters would find a way around it is moot
2. Its supposedly the “magic” length of time deemed “appropriate” for the dungeon, so if “speed runners” slow themselves to this time, they wouldn’t be “speed running” anymore by definition…
Anyway…. I must say they chose a very good time to mess around with the player base.. with the recent release of a few other games which I won’t mention just around now….
I am never forming another group, not going to help anyone not doing anything unless I get the rewards that were taken from me. That is why no groups all your avid dungeoneers, the ones who formed groups, participated, and got thing rolling…they are all being royally screwed with the rewards..cough punishment system.
I am tired of helping people get their “just” rewards while I get nothing but a slap in the face.
Exactly
I got hit by the DR system for… doing nothing wrong on my first run of the day… and then totally nerfed down for helping out with being the last man for a guild group later that day…
I just wanted to update everyone on where we stand with this. So far we have found a single bug with the system that is causing certain players to get stuck in a state of reduced rewards without actually exploiting. A fix for this has already been made and is being tested locally now. We are going to do more significant testing on this new version but we also believe it is more bulletproof to begin with. Please keep posting data as these cases are somewhat rare and are hard for us to find with internal testing but seem to be exposed quickly when thousands of people are playing the dungeons.
All rewards are susceptible to our code that is dealing with people who are speed clearing dungeons. This means that if you are speed clearing and then play some new chain for the first time it may not reward the full 60 tokens. If you find yourself getting less rewards consider whether or not your rate of dungeon completion is extremely high.
If you think you are running at a fairly reasonable pace post all of the chains you have run and the time of day they were completed and we will file it to try and figure out if it is a bug. Please post accurate times, otherwise we cannot determine if there are in fact bugs in the system. Please continue to use this thread as a place to post this data so that we have it all in one location.
Thanks,
Jon
start rant
…. Rare case?
More like happening with every other person I’ve talked to..
This DR system has been the most anti-groupwork idea I’ve ever seen in a game. Why?
Take for example a scenerio that happened earlier. I did CoF Magg’s Run Twice in a row… neither of which were particularily fast runs. These were the first CoF dungeon runs in almost a week, and the first dungeon runs period in days.
What did I get for the runs?
1 – 45 tokens
2 – 10 tokens
First of all… why the hell was I penalized on my first run?
Second of all, should I not have gotten 20 tokens for the 2nd run considering neither run was particularily fast?
Not to mention a later run of another dungeon ended with even worse results….
And… Before the “Don’t FARM Magg’s Path” posts come in, I’d like to clarify. These are both GUILD RUNS. I’m behind HELPFUL to guild members as we do not all live in a magical world were there’s a perfect denomination of 5-man parties. Not to mention our class composition does not currently allow us to nuke down the superweapon path currently due to its over-tuned nature (I’d like to see a video of a 1 ranger 2 guardian and 2 ele team doing it…) Pretty much all the posts and suggestions I’ve had from people so far can be summed up as one of two… bring a few OP DPS Warriors or a necro that can keep the boss in constant poison…
But I’m sidetracking… for a game that’s all about GUILDS… I mean.. its in the NAME OF THE GAME…… WHY THE HECK ARE YOU PUNISHING PEOPLE WHO ARE BEING HELPFUL? it’s not like we could go ahead and PUG groups for the missing person because as we ALL KNOW… EXPLORABLE MODES ARE FOR THE ELITE GUILD GROUPS AND NOT FOR PUGS…. AM I RITE?
Seriously
At the very least, make the anti-farming/dr system a VISIBLE BUFF so we aren’t wasting our times… I am currently not going to touch the other dungeon explorables at all, why? Because for all I know, I could or could not already be hit with the DR system and end up with 1~8 tokens at the end of a few-hour run. Sure its fun to do things with friends, but it doesn’t change the fact that you’re getting slapped in the face at the end.
end rant
At the very least, the +40 token bonus/ path should NOT be subject to the DR system. This way regardless of how broken the DR system is, you’d at least get 1 semi-decent run a day.
Dungeons suck right now… either you abuse some mechanic and farm it, or its not worth the effort
Also, there’s absolutely nothing wrong with glass-cannon builds. Not as an elementalist anyway. You know why? Pretty much our only way of survival is to “NEVER GET HIT”… if you get hit by the big attacks, even if it didn’t down you, you’re probably stacked with a ton of various dots anyway so you’re as good as dead. My friend and I came to this conclusion and just went all out DPS. It works perfectly fine for us for the storymodes/explorables we’ve done and has gotten us through dungeons without dying (though downed is a different matter). This however, does not in anyway mean its easy… or FUN to do.. why? Because we spend most of our time running around in circles dodging for like 5 minutes for every encounter… and this would be true ANYWAY even if we went vit/toughness… the dungeon mechanics are horrible with the plain ramped up for damage/HP and non-clearly telegraphed attacks, especially with smaller-sized enemies that get covered in particle effects. I don’t mind hard dungeons if there’s mechanics to the fights. Right now almost all the fights are just playing run-and-spank… you can call it cc, you can call it blinding/stunning whatever, but at the end of the day you’re still just doing the same thing over and over again. Also.. WHY THE HECK ARE TRASH MOBS HARDER THAN BOSSES?… geez, most of the time I fear the 3+ groups of silver trash mobs than bosses in the dungeons… at least with most bosses they have telegraphed attacks.. not random zerg aggro on random targets with aoes spamed every which way randomly the way trash mobs do… don’t even get me started on some of the chain knock downs you get stuck in sometimes if you dodge the wrong way or some enemies just happened to spawn right on top or behind you….
Got to love how almost every post against can be summed as “L2P”
Its story mode dungeon, let people who don’t feel like spending hours grinding out dungeon mechanics and practicing it because they don’t have the same super twitch reflexes as you see their stories. Not like they get tokens out of it so you can continue prancing around in your exotic dungeon gear that the 99~98% you seem to hate don’t care about anyway.
Also, the dungeons are currently…. very unbalanced. Of all the story/explorable mode dungeons I’ve, aside from the odd boss here and there, I fear the random “trash” mobs way more…. since they love to go “hey that’s all target that squishy ele for no reason and continue pummeling him down to pulp while ignoring everyone else”….“oh he dodged the first few attacks, reflected some and slowed us a bit? no matter, we got tons more aoes/ranged attacks that have no apparent cooldown!” -_-
Ya… I have serious issues with this story mode dungeon, the ending was a bit of a wtf? I mean, really? sit there mashing (or clicking) 2 for like 5 min? heck you didn’t even have to aim thekittencannon….
The spawns before that was annoying as hell if I didn’t know it was coming and it spawned right on top of you as an ele….. they really need to tone down the aoes or something since if you happened to dodge the wrong way out of the first aoe you’d be stuck in like 3 more with only one dodge left… even worse on the first ship where there’s like no space not surrounded by a red circle at times, and the camera was either bouncing around horribly or bugged out and wayyyy outside the ship even when you’re walking around inside it….
I think the most “fun” boss out of that entire story mode was the mouth of zahitan… at least there was a slight bit of a mechanic there.. being able to throw thekittenboulder things when his mouth was sucking in for extra damage… not just “madly kill everything, try to get off a shot or two and then madly try to kill everything again”…
(edited by Tora.8610)
You guys also made all regular (coin) vendor armor/weapons non-salvageable.
I really can’t see why either… if I want to buy 30 pieces of armor and salavage them for cloth, it’s MY money being wasted. There really isn’t much room for exploiting.
This would allow one to control the market via items bought outside of the market. Now if vendor prices adjusted based on the market (I believe UO did this) then it would be a different story.
Not really, all this would do is create an upper limit on a basic crafting material (which I’d argue is a good thing, since the limiters on the crafts tend to be on the claw/scale/totem…etc anyway). Especially since there’s nodes for the other crafts.. I don’t really see why its bad to have a decent enough supply for leather/cloth… they may have to adjust the salvage no/rate or item prices a bit (don’t know what they are right now since I’ve never bought them) but if it comes out between costing 10~30c per piece salvaged, I don’t see why not.
LF1M AC exp, need tank PST!!!
‘one hour later’
LF1M AC exp, need tank PST!!!
‘two hours later’
LF1M AC exp, need tank PST!!!
‘four hours later’
LF1M AC exp, need tank PST!!! /cry
Tank: Sure, I’ll go. It will be 10 gold for the run.
…..
No thanks…
Orrrrr wait for it…. Wait for it……. Get a wait for it……. Guild.
Woohoo woh wooh a Guild I Guild Wars. The heck you say.
That or change your spec to one of the desired roles.
Ignoring the fact that the people in the “tanky” role will most likely end up with the highest repair bills… which is the first and foremost reason why everyone likes playing the “stay back and pewpew” roles.
Heck, its the reason why I’ve seen so many fail warriors pewpew’n away on their rifles in dungeons……. or guardians using only scepter/offhands….
The problem is with the dungeon design REQUIRING you to DIE TONS before learning everything… oh sure I expect to see the L2P posts coming in, but not everyone learns as quickly as some, and consequently not everyone has the 2873981273 golds to spend on repairs before fulling learning the mechanics of a dungeon, where almost every enemy can 1~3 hit you (as a squishy-as-kitten elementalist anyway), and if you get downed by a trap they might as well have sent you to the starting waypoint by default since the chances of you getting up again is pretty much none. Heck, swarms of enemies with chain-knockdowns are pretty lame as well, considering every-other enemy is like immune to half the CCs available.
Personally, as a level 80 ele, I find that pretty much any story sequence where the mob spawns right on top of you, esp if they’re thekittensuper-sped up risen, were annoying as hell… as an elementalist going around solo, its hard to survive engagements if you didn’t get the chance to start it from a distance…
Usually what happens is the following:
1. If enemy mobs spawns in front and is engaging NPC, you attack once, the aoe attacks splashes even so slightly and you’re now doing the mad kiting for your life.
2. The enemy mob spawned right on top of you, proceed to summon a meat shield if you can and start doing the mad kiting for your life since they’re all going to aggro on to you at once
It’d be nice, you know if the NPCs actually did something as someone said, or if the enemies don’t all suddenly make a mad dash for you because you’re an elementalist and almost all your attacks are aoe attacks and NPCs can’t seem to damage/hold aggro for giggles….. or maybe some sort of enemy composition/placement variation based on your character class would be nice too…. or maybe some more room for kiting or something….
The higher level the story, the more it seems to be easier on my or my friend’s non-elementalist characters…. Whilst I haven’t died many times in my story quests, it always feels like I have to put in a lot more effort to accomplish the samething on my elementalist…..
Not only did they nerf the rewards into making it a waste of time to replay story mode, but they also increased the difficulty.
cm story has extra champions, snipers, conditons, doggies upgraded to silver and do fear, and the whoppping reward: 1 silver 8kxp
“Replay story mode”. Exactly.
They changed story mode to give less rewards for people that already did it, if you were using story mode to grind yourself money and don’t want to do it anymore, then they effectively put a stop to grinding. I see no problem, the rewards are good when you complete them for the first time.Can’t comment about difficulty increase, perhaps that was unnecessary, perhaps not. There certainly were other story mode dungeons that were harder than the manor.
So… its great to nerf the rewards to the point that people will not want to help others who still have yet to do story mode for the first time? GREAT IDEA.
Its already bad enough for certain dungeons trying to find people still doing the story mode dungeons. Seems like they’re trying to make it so that unless you have great friends who don’t mind risking a hefty repair bill as you learn to go through the dungeon, or perfect timing between the few people left to do story mode as time goes on…
That is my mistake Synthetics.6709. I meant to say Prestige armor. Which is what the dungeon sets equate to. They have high costs because they look amazing. They look is justified by the cost. I didn’t see anyone complaining about the high cost of Obsidian armor back in GW1. Everyone was like “OMG It’s so cool! I can’t wait to save up to get that armor”.
Also,
Thank you Robert for your explanation. I’m glad to see that you’re upholding your dungeon design and not caving to the mass hysteria.
The reason why people didn’t complain in gw1 is because no matter what they do, no matter how they do it, they’ll eventually get to that goal. Heck they can play their alts, do other content if they want. THEY DON’T NEED TO GRIND UW/FoW for that armor.
Here? Not only are the tokens specific to each dungeon, they’re also soulbound… not to mention after the latest update you’ll probably be losing money more so than gaining each time you do the dungeon… and seriously? Reduced rewards for consecutive runs of the same dungeon, when you need to do it 80~100 times or so for full armor+weapons (definitely not 40 times, as you need just shy of about 1800 tokens, which /20 per run is 90 runs, + another about 20 runs if you need two one-handed weapons) is just silly. Aside for the odd few people (who already have the set) most people aren’t going to finish this up any time soon anyway, even when the dungeon was easy.
1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.
1. Making Magg have to get to the other side is fine, I can see making people do this part….. except for the fact that right now if you get downed, you lose the extinguisher, and if Magg happened to have continued his made dash into the fire walls, you can’t get an extinguisher without rezzing him, which is complicated by the fact that he is lying dead in the middle of a giant flame wall killing both you AND him faster than he could be ressurrected. In a run I did he did JUST that… took 3 of us rezzing him at the same time (took a while to find a position where we wouldn’t die just from trying to rez him, not being bugged into staying in combat mode and barely doing any rez-heals) to get him up.. and what does he do? randomly run around STRAIGHT into a giant mass of flaming hell again. This time we couldn’t raise him… but oh, wait, someone got to the very and and he just randomly jumps up and runs to the very end… how is this any different from before aside from just being extremely buggy?
2. Instead of just 1 mob in the middle, right now it appears to be double the mobs due to double the time (plus that extra one in the center). Not to mention depending on your team setup, you may have been able to kill mobs using team work before (but slower than “optiomal”) and is now out of luck here. Most teams kited around the room before NOT because its easier, but more so because it was already hard enough killing them with all the ranged aoe mobs spawning right on top of you and the unfathomable random aggro changes. People would’ve done this part “properly” if the mobs were more reasonable… making it worse just makes people try to kite it more… in fact, I don’t think I’ve heard of anyone completing this part after the change without doing it by kiting period, where as before I’ve actually done it in teams that managed to fight and reduce the mobs (mainly the ranged mobs) a bit before being forced to run around near the end.
3. Whist this change sounds perfectly fine to me (haven’t had a chance to try as current prime-the-bomb-room tactics is a gigantic money sink compared to the rewards) I don’t know where you’re getting the 15k~25k HP numbers from. As a lvl 80 ele, in mostly rare/exotic mixed gear.. I’m topping around 12k ish… could maybe hit 15k if I went almost all vit… but having a full set of gear JUST for the dungeons is asking for a lot…. esp at the current reward rates… I’d say 15~25k hp is definitely a generous estimate unless you’re talking about thekittenguardians and warriors….
When I first started dungeons at AC I died maybe 20 times a run
That right there is going to turn off most of the casual players.. esp if you’re suggesting to do it at lvl 80… that’s like what? avg 2~ silver or so repair cost x 20? 40 silvers for an attempt that may or may not succeed…. not happeneing, esp not with the horrible end rewards right now.
I highly disagree with the 30 minute restriction. Why should we be punished for completing a dungeon quickly? This is absurd. Punishing rewards for consecutively running the same paths is more than enough to solve the issue.
Apparently, being an “elite” player not only means having the MADD SKILLZ to do the dungeons, having the time and a dedicated group for it, but also the ability to DRAG IT OUT because we all know, taking longer to do dungeons is a mark of your LEET SKILLZ
“What I would call ‘hard’ was trying to run Domain of Anguish and Mallyx with a balanced setup in the first weeks it was released. Many people called it impossible, but it was a heck lot of fun to do! Why? Because it offered veriety and fluid gameplay, quick and deadly like it should be. Not kiting a mob for 2 minutes and then walking into the next mob rinse and repeat.”
Wait what? I could swear kiting a mob for 2+min and then walking into the next mob rinse and repeat is exactly what I’m doing here for pretty much every dungeon…
On a more serious note. I play with friends, I’m in a guild with them, we play together and as I have more time to play I try to learn about the various parts of the game so I can teach and lead them through. We did the same thing in guildwars 1, and they had some fun even though they were unable to get through DoA. However, in guildwars 2, I don’t think I will ever lead them through dungeons. Why? Because guildwars 1 did not punish people for wanting to try different builds, people who want to learn, or people who want to spend some time playing together just for fun. My friends don’t mind learning the mechanics of a place, or changing builds to suit a dungeon. But the current setup of the dungeons requires such a different setup versus the rest of the world that you’ll be spending money out the wazoo just testing different setups and
dying over and over again. Those repair bills add up, and its not fun to most people to not only waste hours of their time to failures, but to also have to FARM LOTS to make up for the bills they end up with due to the rewards being totally crappy for a risk-to-reward ratio.
Sure, the areas are for “elite” people who can afford to roll yet another alt to suit whatever the optimal setup for the particular dungeons are (good luck to that if you’re in a group of friends, however skilled, but mostly rolled the same class)… but look to GW1… the Elite areas were deader than dead before it was made easy enough for more people to do (and it still wasn’t really that easy with average players, even with the over-kill EoTN consumables which I don’t think should’ve existed, but that’s a different issue all together). The elite finished the runs, and due to the effort-reward unbalance stopped going there. There weren’t many people left doing the areas until the effort-reward ratio went back up (ie it was “dumbed down”. The so called “elites” happily grinded away when this happened while complaining at the same time how these areas were “dumbed down” for the general public, but at least this made the areas lively. In Guildwars 2, this won’t even happen. Why? because frankly the dungeon rewards are horrible, the token rewards are soulbound (they should at least be account bound in my opinion) and you’re going to end up with dungeons that no one are doing once the “elites” are done getting their gear. I don’t know about you, but a design philosophy that has a whole area designed for the 1% (or 5%? 10%?) that’ll be finished with them in a day~two of grinding (since its sooooo easy for them) and then never look back, while the rest of the populace is fed up with it seems very….. odd… to me.
But I’m getting off track. If you want to make the dungeons hard, fine, I’m all for it. BUT PLEASE DO IT IN A WAY OTHER THAN MAKING THEM HAVE RIDICULOUSLY HIGH HP AND ATTACK. Its just annoying, not “hard” or “challenging” this way. And please allow for trait respecing or cheaper repairs (or just make it a la PVP style and not break) for the dungeons so at least people can TRY thekittenplaces without feeling like they have to farm a few hours just to pay for the attempts. Hard is fine, but right now its more along the lines of “frustrating” in a boring way, than “challenging” but want to figure out.
And for the sake of god at least make the storyline parts easier so causal people can see the stories.
Edit: Oh, and if the repairs are staying the way they area, could you PLEASE at least cap the repair costs at the respective levels of the dungeon so high level players aren’t penalized heavily for trying to teach/help out with lower levelled people? Sure the drops scale.. but horrible loot is still horrible loot, and you KNOW you’ll end up dying when you’re teaching newbies….
(edited by Tora.8610)
Story mode dungeons tend to be hard, but doable, depending on classese in a PUG (Yes, classes do matter, though more so in the sense of how people are spec’d). But explorable….. I think what annoyed me more so than enemies, were all the traps in the dungeons. I understand you’re supposed to learn to avoid the traps, fine. But traps that take you out in one hit no matter what, if you just even accidentally brush against one or mistime a dodge or lag a bit is just stupid. And 99% of the time you’re dead, period, if you get hit by a trap because the dot from the traps or their re-fire rate is so high that they might’ve well have just sent you straight to totally dead to begin with. I mean I understand you have to learn to avoid them, but one-hit ko, on the slightest brush (as an ele) is just silly.
That aside, while I agree that the dungeon explorables get easier if you have an organized team for it, I feel the need to point out that games which do not have some sort of built-in voice communications method really shouldn’t expect their players to use voice chat to be able to pass the content… even with that out of the way, most people just don’t have the time, or the social circles to be with a dedicated team of players all the time.
Though, I think what it all really boils down to is the risk-reward of the dungeons. In guild wars 1, I didn’t mind spending hours and hours trying different builds, doing different things in order to get past some hard content. It felt rewarding in the end when I DID pass it, but that’s because I did NOT GET PUNISHED FOR TRYING.
I don’t think most people mind spending the time and effort to try out different builds or repeat the same content in order to figure it out. But the way guild wars 2 is setup, it really punishes you for wanting to try different specs, both in terms of traits and equipment. Add to that the cost of repairs in the dungeons on the deaths. I am willing to bet that 99% of the people complaining about the content for the explorable right now wouldn’t complain anymore if the game didn’t punish you so hard for trying it out. I know I wouldn’t mind spending days and days on an explorable dungeon EVEN IF I DON’T COMPLETE IT as long as it didn’t make me totally broke trying it. They did it right with the free waypoints in dungeons. Now they just have to make it so your equipment doesn’t break, or make the repairs a lot cheaper in the dungeons, and I won’t mind the current difficulties at all, even if it means smacking my face against the traps over and over and over again until I figure out all the patterns.