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9/30/12 12:48:20 AM#221
Its only a zerg fest in dungeons if you're bad. Go with a group of people that understand how to do combos and chain healing/damage comobs and you'll see how much more strategy is involved. For instance, putrid explosion + healing springs = poision + damage + 3 burst healing ticks.
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KingJiggly
Novice Member
Joined: 8/03/11
Definition for innovation is below. Your welcome. |
9/30/12 12:53:17 AM#222
Engineers have a ridiculous amount of combos solo. Anyone have any clue who has more?
http://www.merriam-webster.com/dictionary/innovation |
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9/30/12 4:48:58 AM#223
Dungeons are a mixed bag. There's a few fun fights, but the majority of them are trash focused challenges, that have some respawns and glitched mechanics that isn't paced very well. Every dungeon I've played needs some work. Every single one. Are they unplayable? No. Are they fun to run 30+ times if not more to get your gear set? I don't think so. Dungeon runs are just a time waster for me now when I have about an hour to kill. Not sure if that was their intent, but that's what it is for me.
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9/30/12 5:33:26 AM#224
I start to dislike the dungeons, because peole skip a lot of the content. The linear design is the main reason for that. I miss the "more open" design of the dungeons in GW1. Think they made bad choice in that direction :/ I only hope they see this and make future dungeons better. |
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9/30/12 6:05:23 AM#225
I like the dungeons to some extent. Especially AC on explorable is so much fun and skill-based. Seeing literally 60 mobs running after you while you desperately try to keep them away from an NPC is just fun. They have some flaws though. Some fights are just boring because of insane health pools on the opponents.
The biggest problem that the removal of holy trinity brings is a skill difference. Because they're skill-based, you'll find that 5 people that know what they're doing can blast through every single one of them without much of a challenge once they learn it. 5 average players though, might be in for the greatest wipefest of their lives. Utility skills, combo fields, dodging and traits are insanely important, and a large portion of the MMO crowd will simply fail at dungeons and complain about their difficulty, where the remaining people will complain that it's too easy as they clear it in less than an hour. Interesting to see what they'll do. Right now, I don't think the dungeons appeal to anyone. I run them for gear mainly. They pose no challenge, whereas to some groups they pose too much of a challenge, making nobody happy in the process. |
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