Any other dungeons have fun activities? Cause, once again, PvE has a lot of fun factor in it. Whereas dungeons seem like a filler for global content. That's why after having fun in PvE dungeons felt really dull.
I managed to get into AC with a guild group yesterday and I did enjoy it. Was difficult, and a little bit fresh, but compared with, say, Tera, where you are responsible for your own life as well as the tank being responsible, it was lacking a little bit. I didn't actually feel like I was responsible for keeping me alive bar running away when I got low and waiting for Endure pain and my heal to come off cooldown. One thing that would go miles to fixing this is being informed when an enemy has you targeted, so I know to expect some pain, if I have to kite, and more importantly, get some proper use out of the dodge mechanic. With Tera, the mobs telegraphed a little too obviously, but in GW2 it's difficult to see most of the time, and I much prefer it being obvious so I can do something, than not obvious and end up dead.
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I did AC a while ago for the first time on my thief. I was level 46, so I got downgraded to 30.
Was with a group of people that were in their mid 30's.
It was awful. That's pretty much the only way I can describe it. For me, as a thief, I couldn't even stand by a mob to use my daggers. I had to resort to using a shortbow. I'm not a goddamn ranger. Every single mob and boss had aoe abilities that would wreck me, or even oneshot me. It was impossible to stay in melee range and survive for longer than 3 seconds. Literally.
Obviously, the rest of the group had similar problems. On almost every trash pull, at least 2-3 of us would be in our downed state at least once. There wasn't a single boss where someone didn't die. We had to keep using waypoints and running back to zerg the bosses.
I don't know what to say. The solo portion of this game is fine, except some of the story quests which are way overtuned.
I think we can get by without tanks, but it feels like the game is just missing more healing power. I think if every class's self-heal was groupwide, that would be a step in the right direction.
Our dungeon was just constant downed state and death with running back on every single trash pull and boss. It was a very bad experience.
Edit: Oh, and I finished the dungeon completely naked, due to all of my gear breaking from the countless deaths.
Last edited by fps90; 2012-09-03 at 11:27 AM.
I played most MMOs, including "old" ones like Anarchy online or DAoC. I know it's too soon to pass a judgement about a game after only after 3 full explo dungeons finished, but I can't remember a game where dungeons had so much depth. Please point me to mmo you had in mind, I would gladly look in to it.
The spice must flow..
Last edited by parcus; 2012-09-03 at 02:26 PM.
I don't know if everyone is building wrong for dungeons but I never had any problem in story modes. When I did AC yesterday we had 1 wipe and that was the Monk, Mesmer and Warrior pack that got out of control.
If you're being one-shot, and I mean just straight up one-shot on story modes, then you definitely are doing something wrong, you need more toughness + vitality. You must be building like a glass cannon because, as a melee necromancer, I can tell you that while melee might be screwed over more, you should never be one-shot unless the ability was very clearly telegraphed.
Those rangers are an absolute bitch though. That trap shot is so hard to see since it's an instantly firing brown projectile against a brown background in a brown dungeon. As for graveyard zerging, if people are dying in the fight then something is going wrong, too. We only had 2 mid-fight deaths and those were on The Lovers. The key to not graveyard zerging is to watch teammates' position and HP and revive them when they go down. You can manually do this (make sure to throw a protective ability or two over yourself while doing it) or you can use an ability some classes have that allows them to revive multiple people.
Simple as this: You wouldn't raid in WoW with a levelling build. Don't do dungeons in GW2 with a solo DPS build, because it won't complement you very well. You'll be hit for a tonne of damage and you wont be able to back up your team.
When the armor would inherit some toughness, some life and some other stats I would get how things are. And everyone should get more or less. But till mid 30s ther where never a problem with my pure condition, precision, double axe warrior on massiv bleed and crit damage.
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I think that way too many bosses could use an extra mechanic ability or two. I am sometimes falling asleep during the boss fights, in all honesty.
Don't even get me started once you get to the 3 stats... I think everything other then rampager and berserker (if the names didn't give it away already) has at least one offensive and one deffensive stat... I fail to see how you can build as a glass canon or the immovable object brings back the holy trinity.... Especially seein as how glass canons can only take 1-2 hits from a boss before dying, and immovable objects not only don't deal damage, but bosses tend to ignore them, so unless your ranged use him as a meat shield or he's the "rezzer bitch" as my friends so delicately put it... He's useless, same with the glass canons since mobs REALLY like to one shot people...
I just did my first explorable (TA) and it was pretty awesome despite being a bit of a confusing mess. I am REALLY looking forward to running all the dungeons, just wish I could find some people to run with me
But... I mean, they are pretty "simple" tactics wise, CM especially is a massive zerg, the others I've done are less so, and I assume that things are going to become more involved on explorable mode, but only a few bosses have real tactics and those are pretty simple. I do think CM is the easiest and least involved dungeon though so anyone who's only run CM isn't getting the big picture, there are some pretty fun fights in other dungeons.... but if you're looking for super involved complicated tactics well I haven't come across those yet either.