Path 1 is only dumb when the NPC glitches and doesn’t get the 2nd scepter and makes you reset the dungeon. Other than that its the stupid burrows bug which should be fixed; I mean it’s 1 month post launch already get that stuff fixed. Also you need a stun break on every person in your team or they will get dropped instantly by leaps. However I do feel your pain there because they will leap from offscreen and you can’t see that they’re coming and I think this issue should be addressed.
Remember The Deep or Urgoz? You need 12 people for it and it was justified because the design of the place requires it. Same idea here about having 8 or 10 man teams. If they want to design an instance that requires 8 or 10 people teams, I don’t see the problem.
The Asuran path is pretty glitched and is just frustrating. I’m not doing anymore SE until it’s fixed.
I actually agree with this. Yesterday, after about 3 days of doing SE to get the gas mask for my characters, I decided to help guild members getting through their story mode. The Kudu and golem boss fight just feels unfair and I actually felt it was harder than explorable mode. Also CoE is guilty of this as well, that the story mode is just too hard. Note I’m not saying explorable mode should be turned down at all, you can check my achievements or I can show all my dungeon gear.
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The magical time I found for me is around midnight eastern. However I’m glad that more and more people are figuring out glass cannons don’t work in this game.
When you use the 2nd skill on the staff, it can teleport you under the map and you can not do anything until you’re not in combat. This is seriously the bane of all mesmers. Here you can see me getting stuck underneath a flight of stairs in AC.
Just pull them up stairs and kill them. As long as you can drop the claymore really fast because he’s OP, you should be fine.
Steep learning curve is steep. You have to get use to it and dungeons become rather easy with a group of decent players; to be honest I think a lot of dungeons paths could be made harder. Also being lvl 80 with exotics is only a slight advantage, but the advantage is big enough that a lot of groups won’t take non 80s.
Although it could just be that you’re bad and need to learn how to play dungeons better. I just ran through AC path 1 and 3 with a team of lvl 37 and 40s and we had it pretty easy.
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I have problem with stuff I can’t see that can instant drop someone; for example the gravelings in AC since they can jump you from behind, which you can’t see it’s coming, and just eat you to death while you can’t get up. I don’t have a problem with stuff I can see and avoid.
Robert I have 2 suggestions.
How about giving us a token exchange system where based on difficulty you can exchange 1 dungeon token for another dungeon token. The rate is based on difficulty of course.
Second suggestion is give us a dungeon box or something, those stacks hurt my inventory space and bank space.
You must be new to the MMO scene if you think skipping mobs is an exploit or bad. Also drop the “People don’t want to play the game how I want to so they must be wrong” mentality.
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CM, HotW, SE. Rest seriously don’t pug.
Hawken there is one thing he didn’t mention. That’s the overpowered PvE skills that came out later that made PvE a complete joke. When people figured out DoA before that, it was still hard and extremely hard to find groups because it’s just not fun and the gems you get from one run is nothing. Hell, Foundry took 5 hours to finish.
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Apparently he can just sit here at the 2nd scepter location and do nothing. We can’t get him to open the wall without resetting the entire dungeon. By that time everyone got too disgruntled and left.
You know what you should fix up on? The NPCs, they sometimes wreck pulls and it’s the most frustrating thing ever.
If you ban everybody who has exploited, might as ban everybody who plays the game. The player base is declining fast anyways. Remember GW1, who has done Mallyx legitimately. Who got banned for using that door glitch? No one.
They sometimes don’t spawn and some times do. I have no idea what version of the boss is the non glitched version.
Ya this fight is already pretty hard and annoying, but when this guy appears it’s just bad and unfair because he does attack and he hurts and bleeds.
Hello an interesting thing I’m seeing is that I’m not getting the achievement for clearing dungeons. In HotW, I have done the story mode, twice actually, and every explorable route at least 3 times each. However it still says 3/4 in my achievement tab for HotW. Is this a bug or is there something else I have to do.
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I’m curious to know what profession the people that say “dungeon difficulty should be higher or stay the same” use. My guess: Guardians, Warriors, and Mesmers. Just a guess.
I think as the classes are better balanced the dungeon’s will become more easily completed.
I’m a mesmer, and if you read my post on page one, I think they should be re-balanced so that they feel slightly easier. Keep in mind I’ve done a fair chunk of dungeons.
Precisely! Well said people! GW does not need elitism or rank/guild discrimination. I was a hardcore HA player and when I play in HA, I had to rank discriminate. I had to do it even though I felt really bad about it, since it was one of those necessary evils in the game. It’s just not fun and I do not wish to see it making a return.
I posted this in another thread, I wonder what people think about my view on dungeons.
What I’m saying is I personally don’t find dungeons that hard because I’m getting through them but do I think they are fun and worth the time and effort? Nope.
Hi Robert I actually got the forums to work so I’ll give some feedback of what I think about dungeons. First I’ll list what I’ve done so I won’t get called a complete noob and should “l2p” because dungeons are easy.I completed every story dungeon, 1 route in AC, 1 route in CM, 3 routes in HotW, 2 routes in CoF, and mostly pugged might I add.
I think that mobs in dungeons have way too much health. Even for a well geared 5 man team, it’s takes a pretty long time just to kill one trash enemy. In all the dungeon routes I’ve done, everything is a damage sponge while they have things that will kill you or your team in one hit. It seems like your principle of making things hard is giving everything a billion health and attacks that will one hit you which requires split second reaction time to dodge. I’m pretty sure I say this for a lot of people, but hard mode in GW1, which used the exact way of making things more difficult, was not every well received because players felt cheated and just not fun to play until really OP PvE skills came out like a year later which made PvE a joke.
Also I have some comments to make about the story mode dungeons. Let’s say for example your average player just got to level 30 and got an invite to AC. The difficulty jump from zones to AC is pretty kitten huge. A lot of players got discouraged from ever doing a dungeon again because of that. Story modes shouldn’t be that hard and frustrating. When I was slaving through CoE story, it was just brutal and we were doing it with a fully equipped team on teamspeak. I understand that explorable areas should have a reasonable amount of difficulty but story mode shouldn’t. I played 6 years of GW1, and cleared pretty much all end game and high end areas; Personally I found The Deep to be the most fun. I also played a lot of high end PvP; infused for top 200 teams and also held halls a lot. I’m no means a bad player, but the point I’m trying to make is if I don’t find dungeons fun as a pretty experienced player, story mode and explorable mode, imagine what your average player would think.
What I’m saying is I don’t find dungeons that hard, although some difficulty adjustments could benefit greatly, since I’m getting through them. However I don’t find them fun or worth the time and effort at all. This anti-fun feeling happens what when you add in a fake difficulty, such as just bumping the health of all enemies by like 50 times, in every game.
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Hi Robert I actually got the forums to work so I’ll give some feedback of what I think about dungeons. First I’ll list what I’ve done so I won’t get called a complete noob and should “l2p” because dungeons are easy.
I completed every story dungeon, 1 route in AC, 1 route in CM, 3 routes in HotW, 2 routes in CoF, and mostly pugged might I add.
I think that mobs in dungeons have way too much health. Even for a well geared 5 man team, it’s takes a pretty long time just to kill one trash enemy. In all the dungeon routes I’ve done, everything is a damage sponge while they have things that will kill you or your team in one hit. It seems like your principle of making things hard is giving everything a billion health and attacks that will one hit you which requires split second reaction time to dodge. I’m pretty sure I say this for a lot of people, but hard mode in GW1, which used the exact way of making things more difficult, was not every well received because players felt cheated and just not fun to play until really OP PvE skills came out like a year later which made PvE a joke.
Also I have some comments to make about the story mode dungeons. Let’s say for example your average player just got to level 30 and got an invite to AC. The difficulty jump from zones to AC is pretty kitten huge. A lot of players got discouraged from ever doing a dungeon again because of that. Story modes shouldn’t be that hard and frustrating. When I was slaving through CoE story, it was just brutal and we were doing it with a fully equipped team on teamspeak. I understand that explorable areas should have a reasonable amount of difficulty but story mode shouldn’t. I played 6 years of GW1, and cleared pretty much all end game and high end areas; Personally I found The Deep to be the most fun. I also played a lot of high end PvP; infused for top 200 teams and also held halls a lot. I’m no means a bad player, but the point I’m trying to make is if I don’t find dungeons fun, story mode and explorable mode, imagine what your average player would think.
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