GW2 "endgame" model is fine. Execution doesn't make sense tho, problem and solution.
Posted by: Yakri.2701
Posted by: Yakri.2701
One comment, maybe not make other zones drops -equal- to Orr, as they truly are not as difficult, but make them very close. It would be sad to see Orr completely deserted because farming centaurs and Moa Birds gives equal loot for less challenge.
Other than that caveat, I completely agree, and hope Devs read both this and the X-post to Reddit.
I certainly agree that we need to improve effectiveness of condition damage builds against objects. We have some ideas, but none of them are simple and easy to implement/test. Rest assured it is something we recognize as a problem.
Jon
Objects? Um, no, that’s nice you’re improving that, but it’s barely an issue.
How about we get condition damage build viability improved for ALL NON SOLO PVE.
I really thought we would have seen at least a little balancing done by now, jeez.
They’re fun, and unless you actually try a different class, it’s easy to think the game is actually supposed to be this hard.
Once you do realize it though, it’s a bit frustrating sometimes, particularly in dungeons and what not, when you’re the squishiest class in the game, don’t have very high damage, and are OK at support but that’s about it.
Still fun to play, the notably lower power level and lack of options if you want to play the best elementalist you can are frustrating though.
tl;dr We are fun to play and look sexy. The whole sucking thing is an inconvenience though.
I have seen this pop all the time everywhere. Guardians can heal too much, too hard to kill, too op.
Let me just say that NOT ALL GUARDIANS are built for “healing”
YES, some will stack healing power, healing skills, and toughness and they WILL be crazy hard to kill, but for the love of god don’t say its OP. They sacrifice damage for survivability, not every guardian that you see will run this build.
I, for one run the power, vit, crit damage build and I cannot heal constantly I cannot survive in a battle as long as these traited guardians and that’s completely fine because I don’t like that playstyle.
so please, stop saying that guardians are “OP” because you cannot kill them instantly with your 10k crit or whatever.
I think the issue is when they DO go defensive build, they can sit on a point in sPvP and just not die from between forever to as little 5+ minutes, often against multiple attackers.
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Most of this sounds great, but it just doesn’t work out as well in some cases as you intended.
Here’s my experience running this dungeon as an Elementalist right after the patch.
1. Didn’t know that, my whole party just ran across, event went fine, I really don’t see a reason to complain about this.
2. Yeah well, we still just circle kite them, only it’s crazy hard and long now. I’d love to see the timer reduced to like, 160 seconds or make the mob waves easier to kill. My party wiped on this repeatedly trying to kill the mobs before we gave up on that kitten and realized it was far easier to just run in a circle for 200 seconds.
3. Dude, I have barely 16k(12-13k in CoF if I remember correctly) HP as a full defense spec (30 earth, 30 water) Elementalist with all tank armor(our server has a +8% HP buff atm too). I have 6/6 knights feathered green quality armor, with the +20vit/etc/etc shaman things on each piece. The fireballs are still absolutely brutal and will completely destroy me if I’m not on my toes about dodging them, which I don’t have a huge problem with, but this is up from them just insta popping me before, and with all this defense so that I can reasonably survive this dungeon, it makes it really hard to deal any damage.
Now this may be more of a class balance issue than an issue with your dungeon, but I just want to point out that you aren’t entirely correct in assuming these won’t melt the face off of a dps focused character. If I was built full glass cannon I would melt like an icicle in a vat of lava when faced with those fireballs.
Last boss fight still feels like the least threatening part, but it was really really fun, so I’ll give you props there.
Things I like from the dungeon:
-High Damage keeps you on your toes
-Pretty cool boss fight design
-Good variance in play strategies needed for different fights.
Things I dislike in the dungeon:
-Getting insta killed by overlapping AoEs.
-Dying due to some variety of stunlock/root (inb4 stunbreakers— abilities have cooldowns, and you have to make some sacrificies somewhere. I play with mist form and can cleanse out of things by swapping to water, but you still just get kitten over with no options for escape sometimes).
-Slow progression due to extremely high mob HP.
-Lack of reward.
Overall, it gave me a good impression of how dungeons are done in guild wars, but I won’t be doing any more of them any time soon because I don’t fancy grinding out a huge number of dungeon runs on a really slow dungeon where I just get stuck with dying a fair amount regardless of how well I play it, especially when my only reward is cosmetics for my armor.
Some of these issues need some general game patches to fix, but I think you could improve the dungeon experience itself a good bit.
@Cy Pres, I don’t think you get it. It now costs you money to run these dungeons. They are literally a losing proposition every time. Personally, if I wanted to spend an hour or more on a dungeon only to be robbed of silver, I’d rather just go throw it away at the mystic forge instead.
There is now zero incentive (and in fact, a huge disincentive) to run dungeons because you literally lose money every time.
It might cost you money if you get defeated a lot of times. Otherwise, your statement is false. Again, anet stated already before launch that explorable mode dungeons are not meant to be completed by pugs.
You will get defeated a bunch of time for some classes.
I play an elementalist, 30 water, 30 earth, all knights gear with vit runes. If I miss one kitten dodge in several parts of CoF I get 1-shot KO’d and it’s very difficulty for my party to res me in those fights, frequently leading to death and repair costs.
Wrong wrong wrong wrong.
Dungeons are now a terrible way to get money now, they don’t even come close to roaming around doing the big world events that have a lot of minion farm during them.
The only reason to do them is to farm the tokens, which will be painstakingly slow due to the drastic increase in difficulty, unless you have a team with a solid class composition, dungeon running spec, dungeon running gear, etc.
If the difficulty had been increased, but the rewards had been left the same or increased with it, that would be ok, personally I prefer something that’s easier to pug run and just relax during, but whatever, still good. If the rewards had been nerfed, but speed running dungeons was still fairly doable, again, not too big a deal, at least I could do it occasionally and still get similar rewards to just waltzing around the world.
That isn’t what happened though, the reward is practically zilch if you die a lot, which is likely because the difficulty is much higher, and the run is much longer because of higher mob HP (and slower events?)
IMO, the solution is to bump back the rewards to higher than they were before, have the reward for following the same path become reduced for 2-4 hours after completing it. Also adjust rewards for estimated path length, so that it doesn’t really matter which path you do, you get a pretty large reward for it.
Also reduce monster HP a bit, but tweak damage levels so it isn’t so long, I mean, I’m really not opposed to it being hard, dying a lot for idiotic mistakes, etc, I don’t think most people want to run dungeons that are just /long/ though. Dungeons are just more fun when they’re bite sized.
(edited by Yakri.2701)
100% against mounts ever.
Stupid, superfluous, and the GW team had an excellent explanation for why they didn’t include them, hopefully they’ll stick to it.
When you have no target, dash/jump skills should move you straight forwards instead of automatically targeting the nearest attackable object.
It’s never helpful, and usually annoying/leading to your horrible death.
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