Done path 1/3 on CoF – I have soloed CM Butler bosses (Banner Warrior) had to skipped past those three mobs at the end of the tunnel with traps although I probably could have killed them using the rocks and side stepping (Between the ramp/3 perma rooted mobs)
I had to run past the final mobs to jump in the water and then kill mobs to trigger boss.
But CoF1/3? The 5 torches or the 4 people next to…torches (What is with CoF and torches?) part just can’t be done solo, they aren’t BUILT to be soloable unlike CM (Who has tons of perma rooted mobs/bosses like Sure-Shot that are so easy you can melee them solo and kill him). It isn’t exactly super difficult, but no way could you solo it.
Help someone with story when it is the same difficulty as exploration, takes just as long, doesn’t give a reward that isn’t even a fourth of what I would make in exploration (Which isn’t even much to begin with there), and with people who don’t know what they’re doing? Please.
+1.
Just make SM soloable and let those who want to run dungeons in 5 mans with wipes and repair costs (Like me) do that in explorable. This game has a slightly higher curve for dungeons if you have no clue because…well there is no tank to “eat” dmg for you, nor pure blooded healer to mitigate it. It is basically your skill at knowing what to do (What to stand in, what weapons to use when, when to dodge, when to save dodge, what combo’s can do what, (Ranger Spring + Banner = AoE heal etc) and thats it. If you have no clue than you will die, especially if you go DPS DPS DPS thought process.
They don’t teach you and people already running explorables on super farm mode don’t want to bother running dungeons we already have that take (as he stated) longer to run + longer to describe each fight + risk of death MUCH higher on newer players vs Established groups that can breeze through AC/CM/CoF/HoTW etc in about 20/30 mins per path.
Tell ya what.
I will stop running past trash mobs when the Developers remove AI helpers (And the AI agro they generate). Giganticus is irritating in Phase 1 when he tosses a grub at the dumb AI who wants to go play “Main Tank”.
As a warrior – Banner is about the best elite imo (for tank/support wars anyway). Nothing can beat the ability to rez up players from a distance then grant massive buffs .
I also love that this very same argument was given by EQ players when WoW came out because WoW just handed you gear.
I was one of those people. “Seriously? No corpse run? You can log on and get an upgrade basically every day at level 1? Lolz World of CasualCraft!”
Then I realized how stupid that was. Then I realized from other games that no matter how much raid content you have the MMO hoppers will jump ship.
It goes back and forth. Crude salvage kits are cheap to buy → Salvage whites → sell everything. Usually make back money from lower levels zones. In fact some really good money is made from lower (50+) end zones.
But I rarely TP around so /shrug.
They did do Gear Based PvP
They call it WvW. I am guessing your not fully exotic equipped at level 80 killing a level 30 or else you would immediately see the difference. Just take a team of 5 exotic geared players and go stealth cap points → Wait for lowbies to take it back → kill them.
My Priest in WoW has 34 abilities on bars and 18 macros, making 52 buttons.
Must have been a really big eyesore to see all those buttons. Exactly how did you macro all that?
Also if you play right a class such as the elementalist has quite a bit more than you think. Unless your the type of play that wants to be a “main” water elementalist.
The tank had many other tasks such as:
- Positioning the boss (Back towards group),
- Kiting the boss (Away from AoE for example),
- Switching aggro to different tanks,
- Keeping aggro (Which used to be an issue in PUGs but not now it seems).
To be honest those are done in GW2 dungeons too. Especially the position part.
You don’t need a tank to Position a mob, nor kite, nor swtich agro (which isn’t possible atm because we aren’t aware of all agro mechanics), or keep agro.
For example: You can “Keep agro” with a clothie → Kite the boss away → Have rangers shoot from safe distances. No tank needed for that.
If I was in Beta, my feedback would have been to really tune down the Storymode dungeons (especially early in the game) as they are meant to be a foray into what the game has to offer.
ANet’s biggest mistake was to make Story Mode 5 man. It was just wrong. They should have:
(If kept 5 man) 1: Keep It Simple Stupid! – Make Story Mode normal DE difficulty. Or into a classic diablo kill fest. People interested in story aren’t necessarily the same that are interested in wiping dungeons to learn to beat them. If bosses have unique attacks etc, make them EASY to kill.
2: Make them 100% solo friendly. For same reasons above (not everyone wants to group).
“These all combine to make runs kind of a frustration. Personally, I think if the HP and damage of trash creatures was reduced while giving them abilities that reflect boss mechanics would go a long way to solving the problem. I also think giving boss monsters slightly larger models (like how Rift or WoW did), it would eliminate the “can’t see boss animation cues” problem significantly.”
I would definitely not be opposed to that. Learning cues can sometimes be frustrating and for bosses that you do learn them it is a nice feeling. I remember when I was farming Pre-Nerfed CM for PLing/Cash I learned all the slight tells on the Robot boss which was interested. And bigger baddies are always more fun to smack on anyway.
Personally TA was my favorite fight across the board. Maybe the AC trap fight in a very close second (nothing beats kiting billions of little guys to their death)
“They changed this recently. They made this path challenging now =)”
So they are updating fights up a bit? That seems like great news to me. I haven’t run them in awhile even though I still need to farm it (at this point I don’t want to bother people to farm dungeons they have seen before since in the end I do fine with the gear I have), but I might have to check that out.
I don’t like spending 70 runs in 1 dungeon for gear that is worst than running a raid/heroics for gear
70 runs? How did you get that math for a dungeon set?
HoTW gear set = 2280 tokens including weapons (Excluding underwater weapons – Mace/Shield/Longbow). At BARE min of one explorable run a day at geting 60 tokens = 38 runs. Over a month basically. Since most people run Butchers/Plunder as they are the easiest path that actually goes to 120 tokens per day – which then leads to 19 total runs: basically a little over two weeks.
Both of these dungeons take a good group roughly 25ish mins to run and a badish group 1 hr at max to run.
Sorry but 70 runs is a little out of this world as you would have a total of 4200 tokens. Go ahead and go to Lions Arch and add that up a full set.
Home cities will never be as popular as Lions Arch. It is clearly designed to replace your “home city” when you hit 30+ and go beyond your home storyline and onto LA stuff like Defense of Lions arch. Even is people started to use a main city they would only use 1/5 of the main cities.
But a cross chat channel between all cities would be nice.
“Don’t throw out the “PuG” argument, PuGs aren’t supposed to complete explore mode with ease.”
A lot of explorables can be done with PuGs as long as they know basic dungeon mechanics. Not all, but some. Even so some fights are dead easy. But look at the forums you have swing bats stating that they get 1 shotted “all the time” on bosses (which if your specced right won’t happen), and those that say they go AFK and never pay attention which I kinda doubt since most AoE’s kinda suck even on easy fights like final boss on Butcher Path.
The person who is closest to being right is Miya. Making a fight when you KNOW exactly who and what roles will be present is just much easier to make. You know they will have at the bare min – 1 tank/1 healer/3 DPS (and +1 CC based class in the case of Everquest).
My last group was: Warrior + Warrior + Ranger + Elementalist + Mesmer. Whats that mean? Nothing. A warrior isn’t just a “warrior” – We were both banner warrios, but used completely different style of weapons. I have mace/shield/Long Bow with heavy P/T/V while he had GS/R. I could take hits far better than he could with mace primary (for range based attacks I literally could stood in front of him and toss up a shield, boom I tanked a hit for him).
There are so many variables with builds to take into account that making fights will be really tricky.
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Good Story mode bosses that I can recall:
AC – Lovers
CM – The robot
TA – 2nd boss and final boss. Heck I would toss the mesmer fight in too just for the funny cat morph ability.
CoF – Final boss was alright.
SE – Nothing much. Final boss was way too easy.
CoE – Kudo final fight. Tad bit of hp on him, but the multiple phases and unique abilites were fun.
Arah – Grub eater boss ( forgot his name) was fun, Mouth of Zhaitan was fun, and the dragon fights were a blast.
I think thats all the dungeon in the game. Mechanically speaking TA final fight had the most work put into it (Maybe followed by Kudo/Kudo’s Monster), but it was prolly painful for unskilled PuGS.
I want huge multigroup NON instanced dungeons with tons of bosses and cool rare loot drops
100% agreed. It IS odd that they do have lower level open dungeons, but never expand on those ideas at max level. There is a fully open dungeon in Gendarren Fields with a dungeon style spider boss and it is fun when I ran through there with people.
I would love to see some NON instanced – dungeon difficulty content. Have them drop some neat skins and be set.
Now how to do that is a bit harder. Just making a boss with dungeon mechanics/difficulty scale is rather difficult. People complain about dungeon difficulty now, just think of raid difficulty (which would be dungeon ramped up) with a mobile boss with zero agro abilities. He would run about like a mad house smacking people dead quickly .that. (*edit: Ha it censored “that” so I had to toss in a period to bypass it oddly) aren’t specced right.
I want Dynamic events that aren’t zergathons. Dynamic events that DON’T scale that players HAVE to band together to defeat or else the whole zone changes and gets more difficult. (this is what i was expecting at the endgame zones)
They do need some tougher DE’s. Oddly another poster came up with a great idea. Have Meta Events that scale based on kill count. For example – Ice dragon. You fight it and it is base difficulty we have now. It is killed – twice – It then adds a star indicating that it has grown in strength. It will spawn tougher adds + more adds + more devastating AE abilties for each star (which adds based on kill streak). Toss in a leaderboard for each server to see who can beat the mob with the highest Star count and I think that would boost playing for guilds especially. It would also promote server “pride”.
If you enjoy the game and look forward to playing, what would you care whether or not someone says it’s failing,…..
If more people thought like this the MMO space would a much better one. It always feels like some people think that if a game doesn’t have at least 3 million players it is a failure. Lets be honest: There will never be another WoW for this Genre – The Fantasy RPG scene (Or those that follow old school formula’s) will never peak to the heights again. Neither will WoW itself.
Here is a hint: Depending on the game (mostly Original IP stuff like EQ/GW/WoW) it doesn’t take that much for MMO’s to continue to grow and expand. Most companies that run multiple MMO’s know that (NCSoft/SoE), and continue to sell to their hardcore playerbase. Everquest 1 is visable proof of how long something can live with expanded content selling content to those players that otherwise wouldn’t sell at all today to newer players.
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2. Better chest rewards, at least ONE Rare should be guaranteed per chest, and significant chance for an Exotic at the last chest
+1, One yellow/One green – Low chance to get an exotic on last chest is exactly what needs to be done to boost reward a bit.
Single currency for all dungeons/ current system discourages fun and varied gameplay with friends
Posted by: Dead.7385
1. Daily generic token like was listed before
2. Conversion system. Something like min 60 tokens from “X” dungeon = 30 tokens to “Y” dungeon. Not enough to make it so that you can get by doing cheap easy dungeon to get the set super fast, but not too low that it isn’t something disregarded.
My goodness people, just be happy that this company has already made a great game and is trying their best to make it even more enjoyable for everyone, and be patient.
Well the problem is Story mode is targetted at the wrong playerbase. Those that are 100% interested in story and lore aren’t going to want to LFG for hours, or learn boss mechanics (which is an even smaller playerbase within dungeon running community), and die over and over in bad PuGs. I am fine with learning boss mechanics and dying (because who really cares it isn’t like the game has any real Death Penalty), but a lot of more casual players just aren’t.
They should have made SM solo instances tied to the personal story rather than crafted “intro” dungeons to that are sometimes longer/harder than some explorable paths itself.
I don’t get what gold has to do with Arah tokens, or any explorable tokens. You know you can’t buy them right?
^ @Jon
That is gonna be hard. I run explorable and even at 20 tokens I would pass on SM. Most people doing SM are either new to dungeons or have never that particular dungeon so each time it is a new fight for a lot of people. Just helped Arah SM yesterday and was surprised when I was the only who had ran it before. It is simply too long/too difficult compared to path 1/2 which reward 120 tokens.
When I am done with HoTW we usually just jump to another easy instance and run that for tokens to get the daily reward out of it.
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200+ hours played
All Personal Story done
All SM dungeon done
Some explorables done
Still playing. Yup worth it.
For those who do farm how many different paths do you take? just one of the 3 or all 3?
Depends on what the group wants or needs. If were farming we obviously take the easy route. But we just did the hardest path in CoF today mainly to get the acheezement for the dungeon.
Also that comment about shipping: You do know what that makes you look like right? Here is a hint: It isn’t nice.
As long as drops aren’t better than exotics we get currently I couldn’t care less either way. I have yet to run every explorable dungeon and I doubt many have, so /shrug.
If you HAVE to makes raids – Add Legendary armor skins with Exotic stats. Done – no pressure on having to raid, but something to raid for the goes with Guild Wars 2.
Just so you know though, Raids would most likely suck with this combat system. It is just better designed for 5 man teams.
Classes: 9 for WoW, 8 for GW2
Races: 8 for WoW, 5 for GW2
Dungeons: 17 (3 at max level, not counting wings separately) for WoW, 8 for GW2 (1 at max level, 3 if you only count explorable mode)
Raids: 2 for WoW, 0 for GW2
Zones: 37 for WoW, 25 for GW2 (not counting cities for either game)
Crafting Professions: 6 for WoW, 8 for GW2
Classes – Yes
Races – Yes (Though stated races as pure content is a rather big stretch)
Dungeons – Here is where GW/WoW (and most gear based games) differ. In WoW once you hit max level + “X” gear it renders a dungeon obsolete even if you have never done it. Lets say your in Vanilla – Your level 60 in a set of purples. Ragefire isn’t even considered a “dungeon” anymore since it can then be soloed and all loots are worthless. So really in the “end” the only thing that matters are the “end” dungeons.
So while yes – WoW might have “17” dungeons, once you over leveled/over geared them they weren’t the same.
In GW all dungeons are usable at 80. For example AC explorable (lowest end dungeon) is something people run at 80, quite often in fact. The dungeons have different paths (3 total, though some of them aren’t run a lot) so that boosts the game for acheezement hunters.
I would put GW winning in the dungeon category simply because they made it so that all dungeons are useful at max level. Content isn’t being tossed away in the trash or changed dramatically in difficulty.
Raids – GW doesn’t have raids, but it never intended to. You might as well toss in sandbox PvE player generated content in there too.
Zones – WoW was bigger, but as the dungeon pointed out until acheezements were added for it I didn’t know many that wanted to 100% all quests in most zones. It was too much work for too little reward. It is commonplace here for people to want to do it (even with bugged SP’s etc). But I give it to WoW since it DOES have more in it.
Crafting – Agreed, though the crafting system is fun the first time you max it, but after you have been 80 for awhile other than cooking it feels rather useless. Sure I can craft exotics, but I can buy them in TP for cheap and not have to deal with farming. I kinda give more leeway on WoW since for all intent and purpose their crafting is more “used” when I played.
**Edit
Also Acheezements and jumping puzzles weren’t mentioned at all. Those are both content since people seem to like to hunt and finish them.
(edited by Dead.7385)
Should he waste money waypointing around or waste what little time he has running across large empty areas of map?
If your farming in Orr you shouldn’t worry about TP costs unless you die a lot.
Salvage whites/salvageables – Sell blues/Greens – Salvage yellow – sell globs. Easy $$$. If you REALLY want extra cash – go into collectables – sell all you earned that day. Saving them to tradeskill will only put you in debt more by doing extra TS’s. You will be surprised how much it brings in.
You can refill the group, not sure how you realized that you couldn’t.
He/She probably meant that it would take too long.
Yes AC sucks. Whoever decided that AC should be the intro dungeon and CM (At least Pre-Patch) should follow it needs to rethink that a bit
The problem with dungeons is mostly that this game never really attempts to teach you how these mechanics work. Literally every other aspect of the game, from dynamic events to hearts to gathering to PVP, are casual. You jump in and out when you want, and there’s never much real danger.
True. I don’t have that much problem with dungeons – finished all SM w/o much issues, and doing explorable paths atm, but I always do dungeons/instances in all the MMO’s I played and I just sorta had “known” what to do. The regular game just doesn’t do what dungeons do – at all. I will say they TRY to teach you basic mechanics though. A script is a script no matter where you go.
Take the Shadow Behemoth – It teaches players Red circles are bad (First major fight in that area where you might have to pay attention to them) because of the AE in it. But that just isn’t enough – You can’t teach players to assist targs (and what to use assist on) correctly just from that, it has to be learned the hard way.
The dungeons aren’t “fun” for a huge portion of the player base. They don’t want to spend two or three hours trying to learn mechanics in an extremely punishing environment for a handful of blues and greens, and a helm they’ll never use.
Explorables don’t give helmets as rewards. But you DO bring up a point I have in the past. Story mode is too hard for what it is supposed to be. Story mode takes longer than most explorable paths. They should have made SM a solo instance from the start and explorable the true group instances. People interested purely in lore and story might not want to deal with TA final boss and learning to use assist on Eir first then boss etc. They are in it for Lore. To put such a key story part in it was a bad decision.
The loot of course doesn’t make up for it as well.
the result is that it drags and when I finally get to the end, I’m frankly glad it’s over and consider myself unsure if I want to even bother with the explorable modes.
You will be SHOCKED when you see how easy some of these explorable paths can be. some can be done in 30 mins and have very little chance of death. It is like night and day.
Some paths are brutal though, but most PuGs go for the super easy ones so most players should be fine.
(edited by Dead.7385)
I think it bounces from what it seems
AC Ghosteater(?) is insanely easy
HoTW – Butcher/Plunder both insanely easy (though they have a sizeable chunk of hp)
TA is exploit heaven (Devs needs to fix some of these)
Other dungeons I don’t know, but those ones I usually run (because everyone on the server pugs those) aren’t tough at all. They just aren’t.
I think they might have changed him a tad (or fixed him).
When I first defeated him awhile back all he did was sit there. I just killed him again today finishing it off for my brother and this time. Well he still sits there but now summons snake head mobs onto the airship and (i think) swipes at the ship. The snakes had no name (When you target them it shows only a hp bar) so it still feels kinda buggy.
Still kinda a let down though, snake adds were easy to kill.
Hello fellow Tyrians, I have a serious question: is there any point in being tanky? Most dungeon bosses seem to one shot you, so that 5000 toughness isn’t helping much, health pools usually just allow for 1 extra smack from
Tbh, *In the dungeons I have run so far* I have yet to be one shotted by bosses. It just doesn’t happen to me. Maybe it is the mace/shield combo with max Tough/Vita + Banner buffs + decent tank gear (Note: I am NOT full exotics, I have two pieces missions of exotic gear which are legs/hands).
Done: All story mode
One AC explorable (Ghosteater iirc)
HoTW – Path Butchers/plunder
TA – Spider / Bee’s
I know these are easy paths I am quite sure, so if I am wrong do bring out the rope to hang me with as I have yet to experience all the dungeon content.
This is one post I can definitely agree with the OP (Opposed to the other "I want gear progression posts).
1. SPvP NEEDS some tourneys for hardcore PvPer’s that don’t want WvW.
2. WvW needs to fixed up a bit.
3. Dungeons mini bosses chest need to drop yellows 100%. Dungeon final bosses need to drop a random piece from the dungeon set (both armor/weps). 100% random. Keep the token system in place so you aren’t reliant only on RNG though.
4. Why is it that only temple bosses seem to spawn Karma merchants with exotics? I am not for gear progression but, adding addition exotics to lower levels using the same system as Temples (beat a meta event -> Karma merchant spawns with neat looking + slightly better stated exotic gear). You can make it so each meta event spawns the same karma loot with different looks by level tier. So the Shadow Behemoth, Giant wurm fight, and Ice Shaman spawn with same stats, but unique looks to that region. This should also get people to use those under 79 Trans stones.
**Edit: Tweaks to Temple fights: I would actually like them tougher. Very tough, but if you capture a temple it stays captured for at least 6 hours. Also improve their chest loot a bit (Yellows 100%).
Killed all temples but Balthazar (which I have yet to see ever not contested), and most weren’t anything amazing. You zerg, you might win, might not (Poor Jonez “dies” day in and day out). But there isn’t a penalty for failure, you just zerg it again till you win. Melandru was the toughest one so far, mainly because he seems unkillable without numbers behind you.
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1. They were bots (tons in Cursed).
2. They thought you were a dead bot. (I generally go by names and amount of armor equipped – I refuse to rez bots that don’t tele out).
3. They were jerks.
Play on Borlis Pass here too. People are frustrated because cursed is ALL messed up for awhile. So most aren’t in a happy mood.
If you liked leveling – 100% the game. It is the exact same content if you were level 30 or 80, just a bit easier. Well try to at least with broken SP’s etc.
If you have 100% the entire game, hate dungeons, hate PvP. Well grats. It was the same feeling I got with Guild Wars 1. After all what was the point after finishing a campaign and hitting cap/cheap max gear.
Then I quit and came back for each expansion. Guild wars 2 is built for the exact same idea’s. Those that wanna force other style MMO endgame just won’t get it here. No fanboy argument about it. You hit the literal END of the game for you.
Quit and come back later. It is buy to play for this very reason.
Granted I would like more endgame zones and some new dungeons. Doubt we will get those for awhile, but anyone that is “opposed” to new content (As long as it follows GW2 formula) are shooting themselves in the foot.
Fully support this for WvW and PvE.
As an added approach, if bags get full let the current in place loot system take effect (drops will be on bags/mobs). I am unsure if the game has an Overflow inventory system like EQ2.
t’s just not mentally stimulating to people when there’s no healer paradigm to deepen the mechanics like in GW1.
Best quote ever. I want every MMO heal class to have the description when you choose the class as “Mentally Stimulating” on it.
Its funny. Just about every MMO you go to has people claiming that its dying. Maybe everyone is deciding to get of their computers and go outside for a bit.
I remember reading a EQ dev that worked on it since Velious I think. He responded with the dying threads as:
They have been saying that our game has been dying since Kunark back in 1998 and that it would be the last expansion released and we would shut down servers. Well it is 2012 and were still working on expansions.
Couple things:
Games had a bigger launch than player number. Most won’t retain players.
It launched right next to school.
It launched right next to MoP.
It didn’t launch in winter months.
Borderlands 2/Torchlight 2 released.
It lost players I bet, but it doesn’t really matter in the end.
Path 2 the trap part, 3 of the heaviest armour types down stairs whilst the 2 of the lighter armour types upstairs manning 2 trap switches on each side as the 3 downstairs keep the attention of the mobs in the trap range
I actually just got to do this and it was a blast. Thumbs on on this fight imo.
As for the blasting storymode wise I think CM (Pre-Patch since I haven’t played it since it was ‘fixed’) should have been the first intro dungeon. It felt like the ragefire of Guild Wars while AC just had most complex idea’s behind.
Now I do hate the camera sometimes down there in those hallways. It sucks.
HoTW – Plunder Path
It is like the devs thought “Man having no ‘walls’ and mobs swimming through the roof would be a great idea.”
Most underwater content in open world is rather easy though.
Now if only we had a system where you could transfer servers for free, but be limited to PvE only. If I made such a system I would call it guesting, because thats a nice term.
No, but it is kinda irritating we don’t get as many hot fixes as I would like. The games patching system was practically MADE for it. I have seen old old MMO’s do hotfixes, yet I don’t think ANet has (at least when I play) since last patch.
b) Give us buyable features that are actually widely requested,like
1) Character re-customization
2) Male/Female change
3) Do a survey on your forums what else people want. This is what you have them for, to get feedback.
Excluding the wall of text that I choose not to read.
It is kind of odd they don’t sell Re-customization options. Most the gem shop feels useless, but that would be kinda neat.
As for surveys – Don’t -. Everquest did something like that and it only blew up in the devs face. Most people would look at the survey and think “Hey if X wins that means the devs will HAVE to do and it will HAVE to be ready next patch!”
That is exactly what happened in EQ1.
Quit and come back after a content patch? It was the exact same way in GW1. This isn’t a sub based game. You said you have done everything, and you hate everything you haven’t done. Not hard to figure out.
Wait for an expansion -> come back -> Profits.
Those that come out of the woodwork to 100% agree and dismiss anyone saying anything good as “rabid fanbois” are idiotic. Those that come out of the woodwork and run around saying “your playing it wrong” are even worse.
…Also it is you must note that there is a Rift expansion on the horizon. Nice that you left out that little detail. MMO’s don’t need millions to survive despite what people seem to think.
I just don’t see the point. There is a tele every 5 feet.
Maybe in dungeons though. The run back to group can get a bit irritating.
Straits and to a lesser extent the 2nd zone are a pain. I ignore them because nobody goes there on my server so I can’t say. To top it off the mobs aren’t even 80 and I don’t seem to get nice rare 80’s to sell so why bother with that?
Oddly cursed shore is extremely easy. I just run past everything with a banner in hand and they lose interest. And really? What is there to run to? Grenth or those defense missions over and over? I have soloed king which was more long and tedious than hard (duck in cover from his “lazer” attack, come back out shoot arrows. Rinse and repeat). Grenth is killed usually after the 2nd failure (/map SHADES UP). Melandru is NEVER down or is bugged I am not sure anymore. He seems like a fun fight last time I killed him.
To put it simply: Orr feels empty. Just an mess of of defense missions with the occasional Grenth slapped on. It isn’t hard at all. Ohh yeah and Arah event if it isn’t in pact control.
-
Orr needed to be one zone. About the size of straits + half of cursed. It didn’t need to be three separate zones that are mostly ignored for easy Karma farming.
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This design actually reminds me of Everquest. Mobs dropped you into a corpse in an instant, if you messed up in that game. .
Everquest dungeons were developed far better than GW2. Also they didn’t just “instant” kill you, they were designed to be killed by 1-2-3-4-5-6 players. Monk/shamans just as a duo could tear through dungeons and Mages/necro’s could solo quite effectively. Or you could use a team of 6 and chain pull an area.
Not even the raid zones did they have trash mobs that “one shot” you as most people had at the very least 4K+ hp at 50 going into the planes and the mobs hit for a max of what? 350? It is just they swarmed you and had unique abilities that MADE zones such as PoFear or PoHate hard. I think thats what people want. More ability less numbers.
“i said at launch that melee was not going to be worth the time and effort put into doing it.”
- Exotic Melee weapon (Only one in the group needs this, the “Tank/Melee role character”) – Explained further down why.
This guy seems to use melee in explorable. I don’t know. Should I trust you or the guy who listed an in depth guide with Screenshots of him killing an explorable boss?