Would you want more of the old dungeons turned into Hard mode ones?
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I would love to see more variety in Expert Roulette, but I think a lot of that is due to the fact that I just don't enjoy Anamnesis (and don't love Cosmos). If at least one of the options was one I actively liked, I would probably be at least fine with it but when you have two bad choices it just amplifies the problem.
I find it interesting the new dungeon is very anti "pull to boss" with the slow pack dispensing in the beginning and the "summon" packs in the building itself.
Seems the Devs are trying to stop or at least slow down the wall to wall pulling.
They've been doing that for a while now.
Most dungeons since StB have been limiting trash pulls to like 1-2 packs at a time.
Which, ironically, just adds to the pitiful state of Healers in ShB... Since, the one time they can actually feel like healers in this game, spending most of their GCD's on healing skills instead of DPS ones, is when a Tank mass pulls trash in dungeons and so is taking actual damage at a constant rate.
They did kind of just..abandoned it after 40.
It's been a thing since heavensward but only now is it more pronounced. I remember one of his interviews where he basically says he doesn't like people rushing through dungeons. So what you have is some dungeons with annoying walls, or something else in it to pad the dungeon.
I wouldn't mind more dungeons, if the gameplay was more dungeon focused.
In 1.0 this would have been great since there was much more to do in dungeons that just 'get to the end'.
But that's not what this game does now.
Yeah I admit, I would like more dungeons too. Only two dungeons in the Expert Runs leaves a serious lack of variety.
And Kalise is right. Without the mass mob packs it makes healers bored out of their minds, DPS too.
Ooo ahh... a whopping 2 mobs... I feel soooo threatened.. That's the reason for the mass mob pulls, because without them, dungeons do get incredibly boring. No one takes any damage and it makes them feel pointless. DPS powers and abilities are wayyyyy stronger than just two mob spreads, and healers don't even have to heal much because tank mitigation takes care of most of it.
I'm for the reverse... throw even more mobs at people until they are nearly overwhelmed.
Single target abilities were designed for Boss Mobs... not trash mobs, so they are way over the necessary power needed. And if you pump up trash mobs they're no longer just dungeon minions anymore but just another boss mob in and of themselves.
Try fighting an ARMY on your way in... that changes the whole perspective and freaks people out as much as any strong boss mob does.
There was this old game D&D MMO that did this long ago called Neverwinter Nights MMO. Prior to a complete rework of all the Jobs... the original dungeons were soooo packed with mobs that it was easy for the party to get completely overwhelmed and wiped out. But they wanted to make money off PvP so they changed everything to single target and and then had to change the dungeons too because no one could get through them anymore.
Now those were some seriously intense dungeon crawls. Castle Neverwinter was a seriously intense dungeon to go through. So was the one with the Aboleth.