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Guild Wars 2

Guild Wars 2 

PvE & Crafting  » Dungeons are kind of a mess.

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43 posts found
  tryklon

Advanced Member

Joined: 7/17/06
Posts: 1371

"The flow of time is cruel...its speed seems different for each person, but no one can change it..."

10/03/12 6:46:04 AM#41

The dungeons are indeed too hard and extremelly not fun to make. It's kind of sad that a handfull of vocal elitists try to make believe that the dungeon system is good, it isnt, and the number of pve focused players leaving the game is already noticeable.

The sad part is that the whole bunch of elitist telling people to go play wow, dont think for a second that if everyone goes to play wow GW2 will be left to rot only with that given handfull. Instead, if they really desire the game's success, they could as well say something like: Hey ANet, throw some new dungeon mode for casuals, and leave another option for hardcores who like the current setup... The whole damn armor sets have the same stats either way so f**k it!!!

 

What really bothers me really is not even the difficulty, it's the lack of fun, of objectives instead of corpse running to fight again, and the extreme percentage of unsuccess with PUG's... Yes, not all of us have a predetermined group to run dungeons...

  stevebmbsqd

Novice Member

Joined: 9/26/09
Posts: 457

"Evolution thru Revolution"

10/03/12 6:54:32 AM#42
Originally posted by Loke666
Originally posted by stevebmbsqd
Originally posted by LuciferIAm

Sorry but ANET doesnt hand hold, and many of us respect them all the more for it. Only like AC (maybe manor?) has non-80 level gear for tokens, so it's pretty obvious you should only be messing with story mode until level 80... Luckily ANET buffs, not nerfs. (except for broken fights of course)

I am sorry but that is only the case with dungeons. They hand hold with everything else.

Not really, handholding does not mean that a game is easy, it means that they constantly telling you what you need to do. GW2s handholding is Heartquests and personal storyline, otherwise the game pretty much lets you go where you want and do what you like.

Questhubs with long questchains where you need to complete certain to get further is far more handholding. Most MMOs lead you all the way through the game, tells you when it is time to move to the next questhub or zone and so on.

GW2 is surely not 100% freedom or anything but it have a lot less handholding than the average game.

Oh you mean the big icons on the maps telling you where everything is isn't handholding..... or the yellow circles telling you where the event is happening....... And GW2 does lead you from zone to zone..... The game isn't bad at all but don't make it out to be something that it isn't.

  Xasapis

Tipster

Joined: 1/12/07
Posts: 5480

10/03/12 7:06:31 AM#43
Originally posted by Sigilaea

Dungeons are not messed up, the players are. They are used to showing up, standing in one spot, doing DPS and getting a reward.

These dungeons were deliberately designed to be challenging and require thought and real teamwork.  They use new mechanics, and once learned, will spawn a new set of complainers on the forums about dungeons being too easy.

You can't stand still, you can't fight several mini-fights at the same time and you must read what the boss' mechanics are. I remember in SE, we struggled with the fire golem minion of one of the bosses; we struggled for at least 20 minutes; Then we noticed his description that revealed he turns damn near invincible if you use conditions on him. So we changed our tactics and he turned out to be a simple, slow, dps burn. No surprises this time.

 

Also, I am a bit surprised at all of the threads that decry the removal of the trinity; because it wasn't removed at all. Anet didn't remove these roles, they simply gave all classes the tools to pick which of these roles to play. As a Necromance, a squishy, I routinely tank in dungeons. In WvWvW, I choose to heal. These changes require a respec of traits, but that is inconsequential to me. The point is, I have a choice as to the role I want to play. People still tank, heal and DPS, but now that distinction is left up to the platyers instead of being pre-assigned by the choice of your class.

 

TL;DR: This isn't WoW, stop trying to play the game like it is.

There is nothing wrong with the players. The players learn to play the game from level 1 until max level and beyond in accordance with the pacing and the challenges the developers are presenting. Hearts, dynamic events and PvP in its various forms, all present a certain type of gameplay. That type is of the soloer and the dpser. Yo could also perform any of the activities in pretty much any type of gear.

 

Going now back into the dungeons, in order to have a smooth as possible ride, everybody needs to be on rares or above gear wise, everybody needs to be as tankish as possible and have as much utility as possible as well. Pure dps builds won't cut it, nor will non tankish builds.

 

The dungeons don't fit the rest of the game really. It's like they needed dungeons as a mmo game feature and they included it, despite not fitting with the rest of the game, gameplay wise.

 

TLTR: This game caters to the exact same crowd WoW does, although certain fans would try to convince people (and themselves) otherwise. There is nothing wrong with this developer goal, they try to have the same broad appeal, doesn't mean they use the same appoach necessarily.

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