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10/14/12 4:43:55 PM#41
Originally posted by Radakill http://www.youtube.com/watch?v=tAbcgR7Xhnk&feature=plcp
http://www.youtube.com/watch?v=YfQlDXGx0Hg&feature=plcp
http://www.youtube.com/watch?v=8G9ryGu6UOc&feature=plcp
Everyone you say? |
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10/14/12 4:56:06 PM#42
Originally posted by GrayGhost79 nice vids obviously the team knew the dungeon but does show how chaotic the dungeons can get when compared to say a trinity game dungeon http://www.youtube.com/watch?v=OwF866kbP-U I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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10/14/12 5:05:34 PM#43
Originally posted by Aerowyn lmao.. sure its chaotic.. real battle is... trinity dungeons are boring.. its not realistic whatsoever... |
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10/14/12 5:06:41 PM#44
Originally posted by Aerowyn This was a late night run with a pug while I was half asleep lol. The dungeons "Can" get chaotic and definitely more so compared to a trinity dungeon, and thats a blessing. I like having to pay attention rather than starting my rotation while watching netflix lol. But it's definitely not the chaos the OP and others tried to describe it as. |
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10/14/12 5:06:57 PM#45
Originally posted by Neo_Liberty i agree i much prefer the chaotic nature of GW2 over trinity based games I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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10/14/12 5:11:13 PM#46
Originally posted by GrayGhost79 if you havbe a group of 5 people who have no clue what they are doing it can be a chaotic mess though.. like for instance down the one hall with the traps. .I ran with one group for the first time and we spent over 30 min trying to get through just that part because people kept running down the stairs and getting one shot even though it's easy to time the flame blast.. but people who know the dungeon do as in the video and jump off the ledge and take out the trap below.. unorganized groups can get destroyed just trying to get past that part because the traps there will down you in 1 or 2 hits I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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10/14/12 5:16:08 PM#47
Originally posted by Aerowyn True, it definitely works a great deal better once you learn the dungeons. But I don't see that as a bad thing. Personally I like it that way. Experience is rewarded, if you aren't experienced follow the lead of those that are.
Oddly enough I have done this dungeon so often I can clear it with a decent group in 20 minutes or less regardless of path and that can be done without skipping content. |
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10/14/12 5:21:42 PM#48
Originally posted by GrayGhost79 I agree very much but on the same point think it's odd people get up and arms when people say the dungeons are difficult compared to a trinity based game.. to me trinity games for the most part are a ton easier on the normal mode dungeons as generally as long as everyone somehwat knows their role it's pretty ezmode.. in GW2 really requires everyone to be on the same page constantly or things spin out of control way to fast.. again I like this just saying it does add a layer of difficulty to the encounters which is why so many complaints about the difficulty.... I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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10/14/12 5:44:45 PM#49
Originally posted by Aerowyn There's nothing so difficult in any of these dungeons...The difficulty is generally in group organization, or as stated before, inexperience....just like in trinity (more "organized") dungeons. People, sometimes good players, die in those too, particularly when you get to the raiding stage. There are a lack of interesting mechanics in GW2 dungeons, and at base, these encounters aren't fun or memorable. Dodge, dodge, cooldowns, dodge. And guess what....Trinities have to dodge stuff too....you just dont always have to press a button twice to do it. I know, I know. Everybody is in love with rolling the first thousand times they do it. The reason for most of the outcries against GW2 dungeons are not because of difficulty, but because there is no reward...in the case of the OP, that would be FUN. Even after you figure out a particular fight or instance, that's all there is. It's merely repetition, just like any trinity-based dungeon system. Replacing healing with mechanics like rezzing, debuffs, dodge, (etc) doesn't make the GW2 dungeon experience unique enough to be compared with anything else. In other words, the fun is still measured in ways relative to what we all know. There are still 5 people in a group -- we're still killing bosses and trash -- and we're still getting badges. It's just not that different of an experience; slightly-off mechanics of despecialized classes. If that's chaotic to you, then you must enjoy not having a vague idea of what the players around you are doing. |
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10/16/12 7:40:34 AM#50
Originally posted by spikers14 there's a lot of difference between WoW easy jet dungeons and GW2 dungeons, in the first i would be abble to complete on heroic in bad pugs and with awfull lag, in the second we need always group organization (AKA voice system to land debuffs and so on), and almost everyone needs to know what to do or will be always a Wipe, and the rewards, care less about them. |
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10/16/12 8:07:56 AM#51
I pretty much agree with the OP here, Dungeons are designed badly. Even with groups where we did the run really quickly i still found them really annoying. The only reason for doing a dungeon now is for tokens and I really only do it if guildies need someone, otherwise I stay away from them. It isn't poor gameplay or equipment or being in a group taht doesn't know what we are doing...even a good group relies on making sure you get people back up asap too much. And designing a game where you learn by failure....we have moved on from those days, that is not good design.
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10/17/12 3:56:03 AM#52
Originally posted by Maelwydd Yeah, learning by faillure, what a awkward concept... Currently playing: GW2 |
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