Showing Posts For Leper.7853:
Yep I gotta add my vote in favour of Voxnar’s statements above. Spot on wrt Story Mode.
I wonder if ArenaNet will ever comment..?
I guess that was my bad for using such a term as ‘easier’ which is hard to define/quantify.
For me, I’m 80 but waiting for some friends & guildmates to reach 80 too. Meanwhile I join them in lower dungeons that even I myself haven’t done yet. All the while I wonder – does my level 80 gear mean anything at all in here? Am I hitting for that much harder than a ‘natural’ level character? Am I taking that much less damage; am I healing for that much more?
Or am only I making things easier (if they even are easier; I seem to die just as often…) by bringing my traits and unlocked skills to the table?
(edited by Leper.7853)
So does this mean that being level 80 and using the best level 80 gear will not make, say, a level 35 explore-mode dungeon easier than it would have been at level 35? Only that you would have more ‘options’?
I find myself pondering the workings of the ‘dynamic level adjustment’ feature. I read the wiki (http://wiki.guildwars2.com/wiki/Dynamic_level_adjustment) but it doesn’t go far enough to help me understand what the impact of gear is.
Suppose a naked level 80 character enters a level 30 dungeon. My understanding is that character has their stats reduced automatically to level 30 equivalent, as if they had just hit that level. Suppose now that the naked level 80 has a +X Power item on, where X is a value that may be considered ‘max’ for level 80, and re-enters the same level 30 dungeon. This character should now have +Y Power, where Y is a value that is considered ‘max’ for level 30. Is that right?
Having done all the story modes and most of the “do able” explorable modes I can only agree with the OP.
While I love the difficulty in some of the dungeons, the mechanics of most of them could do with a few tweaks. Mob burst damage is one major issue, not for special attacks with clear visual cues, but for general damage.
Ranged mobs are also very powerful often doing incredible damage in a very short period of time or doing high aoe damage. Some can be dodged, but as endurance is limited you more often than not get caught out.
Boss fights are either one of two things, far to easy tank and spanks, or mindless teleport zergs. In these cases the bosses that are too easy need improving and the ones which are just zerg fests need fixing.
I also find the aggro of mobs totally random and in some situations can be incredibly frustrating, like when a mob or two just decides to latch onto one person and never let go until your dead and running back from the teleport.
Better or at least some aggro management would be very much welcome. Specially when you’ve been downed, mobs should leave you and go for someone else.
Rewards are lacking though, getting 25-30 tokens for 1 run and 15-20 for each run after when items are 180+ is pretty poor, specially when you consider that getting a set of Exotic level 80 gear is already very easy.
Yep, this. Well said truly.
I think there would certainly be a niche interest in such competition. In addition it would be useful to determine with random PUG member isn’t pulling their weight (way too much damage done, no resurrections, virtually no healing, no combo fields, etc.).
People are a bit upset because the term ‘casual friendly’ was applied to story-mode dungeons during development. Such a term is incredibly loaded.
I think what people want is a consistently fun, rewarding experience for their time spent. They want this if they’re with friends, or with random people who didn’t trait for the dungeon, aren’t communicating via VOIP, etc. If they don’t get the best rewards, or the most difficulty, I think that’s a fair trade. Right now the balance seems off.
I wanted to voice support for the OP here; I agree that the dungeons (explore mode) are extremely difficult for little reward. Perhaps an ANet comment (‘working as intended’?) would help assuage doubts.
My questions are:
1. Is zerg-rushing to kill a boss (or even trash) a normal part of life, or (as I fear) an exploit of sorts? If it’s the former, then that strikes me as quite un-compelling gameplay indeed.
2. Is every boss in an explore-mode run supposed to have a chest appear after they are killed? We found at least one boss in Manor Explore who didn’t. Bug?
3. What is the expected earning of dungeon-currency after a single explore-mode run? Is it the same across dungeons or paths?
4. Are creature health pools and damage done scaled for a ‘typical’ level X, where X is the level of the dungeon (35 for AC Explore)?
5. To what extent are explore-mode dungeons reserved for those who trait for dungeons and/or are higher level?
5a. Further to that, what impact does increasing player level even have, considering that everyone is down-ranked?