Mobs are tedious to fight, have too much health, give nothing to show for your efforts and due to hilariously poor design are often harder than the bosses.
There are two solutions to this.
1) Make mobs more balanced and give them a better chance for loot and money. Now, “more balanced” does not mean “easy” before someone comes to snort at me yelling that I’m a casual and the mobs are fine because they like spending 10 minutes on one group of mobs.
2) Restructure dungeons in such a way as to force players to clear mobs as they are. This is a stupid solution. Unfortunately it seems to me that Arenanet are leaning in this direction.
Since they evidentally can’t fix the bug, then yes, leave it open.
Contested dungeons are a cute idea. But it doesn’t work. So take it out until it does. Arenanet’s stubborn refusal to accept that it currently is unviable doesn’t impress me.
Anet why make more dungeons when the current ones are bug ridden or do you have seperate teams?
Because they want new content to appear flashy and like they’re working on the game constantly because they’re so great and awesome!
No doubt the new dungeon will be as broken as the old ones and maybe they’ll fix it by the time Guild Wars 3 is out.
How do any of you defenders justify the fact that it’s anti-melee?
What do Guardians get to do? Oh yeah, run around using a sceptre like an idiot. Any focus on melee goes out the window, because we can’t.
You call that a challenge? I call that tedious.
Heh. So much for play how you want.
I say that, because I just know somebody is going to come in here and say this is perfectly acceptable.
Half the dungeons in the game either don’t work, are overtuned or suffer from serious design flaws.
And yet you’re going to release a new one! I’m sorry, but fix your old stuff to at least half a degree of playability before releasing new content. “Very soon” is not acceptable.
nop, the seer path is broken, last boss cannot be killed at the moment.
It’s not impossible, let’s clear that up before the white knight brigade charge in riding their silver horses and proclaim it technically beatable and therefore balanced because Arenanet can do no wrong.
However, it is extremely artificially difficult due to buggy AI pathing on the sparks and buggy, unresponsive circles that randomly fail to catch the sparks half the time.
Edit: I should also point out that there is a waypoint in Arah path 2, the one after the hall full of spiders, that WILL KILL YOU if you teleport to it.
There’s some sort of death field surrounding it that drains all your health in seconds. Using it after death is okay, because you have a few seconds of invulnerability and can dodge out of it. TP to it while alive? You’re toast.
(edited by Asagi.1405)