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It's an MSQ dungeon, what did you expect? It needs to be accessible to everyone. Yep, it's going to be boring for some. That's why Extremes and Savages exist for that challenge. The rest of the game doesn't need to cater to that.
I saw this mentality back in EQII. People who only cared about raiding would do group content and solo content and complain it was too easy. They never took a step back and acknowledged "This content isn't made to challenge me"
And MSQ dungeon content isn't made for challenge. It's made to be accessible to the wide spectrum of players, because it is the one thing required by everyone who plays. You want to ask for tricky things in optional dungeons, that's fine. I fully support more challenge in optional content. But I'm glad the developers stick by their guns and maintain this healthy balance where they want their base game to be accessible and give options for those who want more.
Why does [I like story] equate to [I'm too stupid to hold a controller]? That's simply not true. Casual also doesn't mean brain-dead and yet SE pretends it does. And it always baffles me how complacent the community has gotten. Like it's unheard of for games to have difficulty settings.
Only issue with those two places was the duration. The difficulty in itself was just fine, but it took towards two hours to just reach the last boss which made pugs through the duty finder a bit... messy. Especially if there were two/three guild members in the group because then you could almost guarantee that they would exploit the vote kick...
You're talking in extremes, but I have personally experienced playing with people who just didn't understand how to play their job pretty frequently doing expert roulette. Players that don't AoE for big trash pulls. Bards that mash burst shot all day and never activate a song or apply a DoT.
Not everyone who plays casually falls into that group of very poor play, but some of them do. Either they don't want to learn, or aren't able to understand the mechanics of the game, the dungeons are still made easy enough that they can be carried through. Dungeons are story mode content - story mode *is* a difficulty setting.
I agree.
Bosses have a nifty amount of variety right now, but every trash pack is more or less the same in a way that is def not stellar (even before taking into consideration just how many trash packs there are and how much of your dungeon run is spent dealing with them).
There are some dungeons that hide a special add in a trash pack, like WHMs in Heroes Gauntlet that cast an interruptable protect, but they are too few and far between.
It makes me sad to see that new players sometimes don't even get to see half of the boss mechanics anymore.