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  1. #12
    Player
    Akuryu's Avatar
    Join Date
    Jul 2014
    Posts
    168
    Character
    Aku Ryu
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    *Any and all new dungeons need to continue the trend towards smaller groups of sturdier enemies as well as barriers that can only be deactivated after defeating said enemies.
    Frankly this is why I have stopped doing dungeons completely. I ran the 3 new ones in 2.5 a few times each, then almost never again. I can't even recall the last time I queued for expert roulette. The dungeons are already too easy and offer weak rewards. Making them more tedious and take longer just makes me not want to do them.

    It is so dreadfully boring to pick apart 3 easy enemies, because there is a wall in the way and we can't move on until they are dead. Wall goes down... here are 3 more enemies and another wall. ZzzzZzzzZ

    I'd be curious to see the data on dungeon participation. Be willing to bet more people ran dungeons back in the speed-run era of Brayflox and Wanderer's Palace. People even formed PF groups to run them. Those dungeons were not hard, but at least you could get through them quickly.

    Now if SE would design dungeons that weren't braindead-easy, and actually posed some challenge... and if the rewards were actually interesting... I'd be more willing to take my time and trudge through them. But we all know the community would never stand for that.
    (10)
    Last edited by Akuryu; 05-15-2015 at 11:24 PM.