I’m really surprised I can’t find others complaining about this. The only few dungeons I’ve done were really challenging and pretty hilarious with a group of friends. But, just zerging any bosses that are at all challenging completely ruins it.
What do I mean by zerging? Dying repeatedly at a boss and just being able to instantly WP travel and run back to the fight, while whoever is left keeps them busy in the mean time. Why it was decided/left to be like this is so confusing to me. It really turns otherwise challenging dungeon bosses into mindless charging. I just…can’t personally explain why it’s like this.
I remember once so far it was pretty much impossible for my group to use this strategy. Wasn’t a boss, but traps + ranged mobs waiting on a choke point. My team was actually forced to sit and strategize and actually change some skills/weapons to be able to do it! Probably my best dungeon moment so far.
Before it’s brought up. “Just don’t do it” Doesn’t quite work either. It’s there, it’s going to be used by anyone. Dungeons are supposed to be ragetasticly hard and this just almost completely removes that element. I know it’s not supposed to be an integral part of dungeons either. Everything is possibly without dying, just hard, but not hard thanks to this. It really is just being used as a crutch and the possibly unique rewards from dungeons aren’t going to be worth akitten
+1 on my behalf. It puzzles me that they made such a decision, but it’s not too late for a fix.
I’ve done AC, TA CM and most of CoF and the inquest one, story only.
Most of them were corpse rushable except TA for half the dungeon.
What I mean is simply spawning at a waypoint when you die because it takes longer to res than to walk back.
This shouldn’t be possible, it feels like some mechanics rely on this (lastboss of AC can one hit you, but spawning is instant).It makes dungeons a zerg with little coordination, while making them almost too hard.
Tone down some bosses and make waypoints locked while fighting bosses.
I agree with you. It’s a very bad decision and should be fixed ASAP.
anet please ignore dungeons are fine threads by people that did 1 dungeon
Posted by: Raging Bull.5048
The difficulty is not the problem – difficult is good.
What is the problem is that dungeons are not imaginative, encounter mechanics are “cheap” and simplistic. That’s what the problem is.
You introduce them to us through the mail system. You introduce the story of the destiny’s edge group into our personal story.
Then you design the dungeon with cheap mechanics and a hair-pulling difficulty, and then afterwards you take our hard-to-hold-onto gold from us in repair costs. Most of your player base (the casual base) is not running your dungeons. Even though they want to see the story, they have rejected your content.
Why did you add this content, in this fashion, when what is probably ~90% of your player base is avoiding it?
CHEAP MECHANICS. That’s the real issue I’m having. Difficulty is not the problem, but the way that difficulty is achieved here: 3-shotting mobs with huge hp pools.
They just need to implement some sort of better reward for them to encourage more people to play them. The biggest complaint seems to be they are too difficult and time consuming for the reward that is given.
I agree on the rewards. But it’s not only that – the dungeon mob mechanics are very lacking. Boss fights are stale and way too simplistic.
You need to challenge our intelligence, ANet. Make us work together, make us work HARD, make us develop complex strategies.
Hard hitting mobs with huge HP pools aren’t the solution. Put our smarts to the test!
I agree with you buddy, you have my vote.
Ranking system – YES PLEASE.
Also, it sucks being rewarded for a loss. Only those who are winning should be rewarded for it, otherwise what’s the point? We’ll all get to the highest rank eventually, some sooner than the others – but we will still be on the same ground eventually.
We need a recognition for people who are dominating the PvP, and we need people who have never went past the Deer rank.
Maybe a thread like this exist already, in that case im sorry for double post.
Anyway, I really hate it when i defend a point alone for like 2 minutes against 3 people and they cant cap it. Meanwhile my team captures the whole map cause they have advantage in numbers and they get tons of points while i dont get anything.
And thats only one example… i can give u several more if needed.So the point is, if I just want to get fame i just give i kitten about defending points and just cap as many points as i can. ( yeah i know basic rule cap > kill but thats not the point here ;P )
I want to have a point system where things like the example above is rewarded somehow. maybe by getting 5 points for every 30 secs i stop an enemy from capping my point (just an idea).Opinions?
I agree and I feel what you’re saying because I always end up defending nodes. I care about winning more than accumulating the high score, but I don’t feel it’s right that my “buddies” who fight in the middle of nowhere get rewarded for it, and lose our nodes along the way.
Though I like the idea in PvE, I find in PvP it kinda ruins the flow of it….Give the bonus points for the KB instead of the person that pushs “F” to finish him.
I think this will make Structured “PvP” flow allow better. It feels like everyone has “Last Stand” COD style…for me it just doesn’t feel right.
Other than that, I love this game…thank you for the hard work you put in this game NCSOFT / ArenaNet.
I’d gladly see it removed from PvP and PvE both. But PvP is hurting more because of it, I agree.
Honestly, I wish that downed state is removed from both PvP and PvE completely. It sounded fun at first, but after trying it it just… I don’t know, it’s way better without it.
Oh, also my personal opinion.
Hearing about WVW during those dev talks made me so excited for WVW, it seemed like the greatest mechanic ever. However, on playing it for a few weeks now i’m so bored of it. It’s the same old thing over and over with no true reward at the end of it. Here is a few of my gripes about WVW.
1) That horrible system of loading in players when you get close to them. I have never seen a system designed this bad. You end up running into a group of 20+ that just pop out of thin air and getting destroyed by them before you can react.
2) PVE mobs in a supposedly PVP zone. WHY? If I wanted to kill AI mobs i’ll stay in the pve game.
3) Some classes being far better at it than other classes. I thought the game was trying to keep classes balanced? They are failing at that so far.
4) No lockdown timer on freshly taken objectives. Spend ages capturing an objective and feel like you accomplished something at the end? Nope, capped back 5 minutes later, sucks to be you.
5) Having to repair after pvp deaths? stupidest thing ever.
6) Having the downed state in PVP.
My list is bigger but felt it wasn’t really worth my time typing them all out so I put down a few.
I agree. Also:
- the anonymity,
- lack of bottle-neck zones
The working on the game reasoning might work if ArenaNet hadn’t advertised that they have a “community team” that doesn’t work on the game or even handle customer support tickets, instead only focuses on the game community. One of their responsibilities is twitter and facebook communications, and they handled booths at gameshows too. Other then that, I don’t know what they do. There are videos from shows like E3 and PAX where the team shows off the game and mentions how they are better then other game developers because their community team exists. They even specifically mention their frequent player communication on the game forums (during the beta testing). I sure wish that persisted today. During beta I actually played with arenanet staff and my input was acknowledged.
Now that I have a complaint list a mile long…
Maybe they are just hiding.
Indeed, I share your thoughts. I wish they were more clear on what they intend to do next with this game, and what issues people are having with GW2 they actually recognize as problems they plan to iron out.
GW2 can use a hell of a lot of work still. It has potential, but so far it hasn’t been realized fully.
I agree there should be a duel feature, it would be easy enough to have a block duels box in the gameplay options. I don’t agree with WoW-style Arenas though. I assume you mean the concept more than how WoW has implemented their arena system which is quite broken and stale. Guild wars 2 has a tournament mode which I think would satisfy your lust for arena-style pvp.
Again, this is your PERSONAL flavor. I, again personally, don’t enjoy WvWvW. While tPvP is fine, I’d love 2v2 and 3v3 arenas as they’d be my favorite mode of PvP.
Why oppose variety? Not everyone must like same things as you do. There should be something for everyone.
Why anyone would oppose that is because people tend to be completely oblivious to other people around them. Players who like to kill time dueling seem to enjoy doing it in populated areas where they can be seen. They have no consideration and no self-control.
I’ve had enough of this behavior to last me a lifetime.
Excuse me but I too like to both participate in duels and watch other people duel. If you don’t feel like dueling, don’t duel. If you don’t feel like watching a duel, don’t watch, ignore it and go about your business.
What “behavior” is that? Aren’t you generalizing?
I give a huge plus for all these ideas – arenas and duels in PvE world.