The Guildhests were all commonly way more fun than 90% of the earlygame dungeons, and endgame dungeons still don't really incorporate trash mobs with scripted behavior like that.
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The Guildhests were all commonly way more fun than 90% of the earlygame dungeons, and endgame dungeons still don't really incorporate trash mobs with scripted behavior like that.
Guildhests were supposed to act as short tutorials on game mechanics that later played a part in dungeons. Unfortunately a lot of players didn't even bother with them and learned nothing from them. They would have been more useful if SE had given players more reason to do them.
Actually wasn't one of them required by the main story at one point? How has the OP gotten anywhere without doing any?
There is something about almost all of them that can be "tricky" if people aren't paying attention:
- Hero On The Halfshell - we aren't supposed to kill the turtle?
- Pulling Poison Posies - why do I keep losing health while standing in the poison?
- All's Well That Ends In The Well - adds? Are we supposed to kill those? What do you mean the healer keeps getting silenced?
- More Than A Feeler - there were bubbles?
- Stinging Back - there are enemies that can heal?
- Long Live The Queen - was I supposed to avoid the bomb explosion?
I've done all the guildhests many times while leveling all the classes and I don't think there is a single one where I haven't seen facepalm moments.