Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 45
  1. #1
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80

    So how about them new dungeons? (Layout and difficulty)

    Deja vu I'm certain, though it can't be ignored no matter how big the nostalgia value and pretty scenery will keep you occupied (for about a week).

    First off, WOOO look at that awesome upside down tower! Gee I hope I would be able to actually climb down and explore it!


    Mmm just how I like em


    Oh! I can't forget the Lost City of Ampadoor right? Man this place is amazing! Its all ancient and filled with mysterious stuff!


    Oh don't worry, there's plenty of invisble walls so you won't go off track. You know how silly these casuals can be right? Hahahahahaa....

    ...........................


    You know, it could just be me, but when I see a floating upside down tower I don't think "I guess I should start by walking along these straight paths with monsters and bounce pads at the end of them till I reach the last one that warps me to the LOWEST PART OF THE TOWER" ....Whats the point of that giant tower if your just gonna have me fly to the 200th floor, in which I friggen hope because to me it seemed like 4 floors if you ask me. Oh right lemme correct that: you walk across floating platforms using jumpads to get to the others, fly through the castle door (Doesn't look like an entrance when you get through) about 4 floating platforms descending, go through a door warping you into some realistic upside down corridor (now it looks like a castle interior) down 2 slopes of those, and your at the last boss.

    The only thing keeping that dungeon as long as it is is the number of adds they throw at you after you defeat one set. You know SE, if you want to give us a gauntlet just give us one, make it the Gladiator Arena in Uldah or something.

    Now to LCoA hm, I feel like I'm running the same thing as before but cooler bosses. In which case its still a dull rollercoaster with some pretty neat loops, no turns. Not much to say here that hasn't already said before. Its a straight path, nothing your unfamiliar with, and your bound to get the boss fights down packed on the first try (though like I said, they're pretty fun). I think boss fights is something SE has gotten better at as of late, though that discussion is for another thread >_>.

    Well I know some typical answers to why this is happening, in which there is no excuse for it be like this in a subscription based game that takes an average time of 3 months to make new content, which isn't bad but not with these "dungeons":

    1. Catering for those that don't have time in the playerbase.

    Well I'd like to ask why your playing an MMO where you spend most of your time doing redundant things such as gardening, grinding, questing, fighting the same bosses for gear over and over again just to be locked out for a week. You obviously have time to manage all that crap so find time in your "busy schedule" and make time for some engaging content. -_-

    2. Too hard for casuals

    Someone is friggen trolling you if they actually said that in response to more complex dungeons. If these casuals can make their way through Ifrit, Titan, Garuda Shiva, Leviathan nms etc, and do all the dungeons thus far, then why can't they navigate a new dungeon with more paths and choices of progression? Your saying these people never played a game before?? BS, your lying, and you should be ashamed. Casual doesn't mean "idiot". Not being an average player doesn't make you unable to assess situations to progress through unknown places. Not to mention how child friendly our map system is (which btw is completely insulting how easy it is to map dungeons now) and you have 4 people with you. So no, that's no excuse.

    3. The dungeons are made for clearing quickly like for relic quests and constant replays, complex dungeons would only make that more difficult.

    Well yeah it would, because the game would then be adding something great to some god awful system like tomes, though it could be fixed obviously. Increase the tomes achieved by a greater number than normal dungeons. As for roulletes and special quests like relic, just have them on a different topic of their own. They get their own roulettes, own special quests and the ones crunching for time everyday can just run the smaller dungeons.

    All I ask for when a new dungeon comes out is, "please make it feel like an actual dungeon. Not a tour ride with monsters and no pit stops." -_-
    Welp, thats all I have to say about that I guess. It took 2 days to run that new content, and it didn't get funner running it more than once. And it still doesn't. -_-
    (30)
    Last edited by Kurogaea; 03-08-2016 at 01:58 AM.

  2. #2
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    They should just get rid of the hallways. Warp you into a singular circular room (has to be a circle) and then have mobs and bosses just spawn on top of us! it would take less dev time!

    ok /s

    I agree mostly; however, I found these two dungeons much more interesting than the last 12 or so dungeons (Dusk Vigil to Arborteum excluding aetherochemical). I do find they tuned them way too easy, which is weird.

    it's been said 10000x though. New dungeon styles, not just hallways of trash to a boss x3.
    (10)

  3. #3
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Kaurie View Post
    I do find they tuned them way too easy, which is weird.

    it's been said 10000x though. New dungeon styles, not just hallways of trash to a boss x3.
    You're ilevel is quite high I'm guessing. The tuning will be for people who are vastly under your ilevel.
    (6)

  4. #4
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Saccharin View Post
    You're ilevel is quite high I'm guessing. The tuning will be for people who are vastly under your ilevel.
    These dungeons are easier on release at max ilvl of the patch before than any of the previous patch releases that I have personally experienced. I did quit for about a year and missed releases of like 2.1-2.3, but everything since 2.4 this at least holds true. Sastasha Hard, Qarn Hard, Keeper of the Lake, Amdapor Hard, Wanderers Palace Hard, Neverreap, Fractals, Pharos hard and Arboretum were all much more difficult on release with the previous patches max ilvl than these two dungeons are at 210.

    Can't imagine how laughable they will be at 230 or 240 ilvl. I already don't even heal tanks on the average pull.
    (6)

  5. #5
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Saccharin View Post
    You're ilevel is quite high I'm guessing. The tuning will be for people who are vastly under your ilevel.
    Enemies may have different HP Bars, though it still doesn't change the way you go about things. I can give one mob the hp of titan ex. It won't be harder, it'd just take even longer.
    (8)

  6. #6
    Player
    RaineAmorie's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    131
    Character
    Jojorito Zazarito
    World
    Brynhildr
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Kaurie View Post
    snip
    All of this. Selene has been handling the healing quite well tbh. Way easier on release, hell I've been telling tanks to just pull what they want since the 2nd run.

    I do however enjoy the new dungeons, and don't mind doing my daily (for now). I'm a huge fan of frogs so I can't tell you how glad I was to step into Antitower. Lost City is amazing music so that's a drop in that hat. Seems like they put a little more effort into making them less of a bore.
    (4)

  7. #7
    Player
    Critical-Limit's Avatar
    Join Date
    Oct 2015
    Location
    Ul'dah
    Posts
    570
    Character
    Xizzy Azenith
    World
    Zalera
    Main Class
    Monk Lv 80
    Quote Originally Posted by Kurogaea View Post
    Enemies may have different HP Bars, though it still doesn't change the way you go about things. I can give one mob the hp of titan ex. It won't be harder, it'd just take even longer.
    This is why I think they should focus on making trash interesting and complicated.

    Have mobs use more moves than "generic" AoE's.

    I don't care how but if I saw a mob use "cover on a mob about to die" it would make us think twice about downing the most dangerous trash mob first and we might attack the weakest to bait cover to a less threatening mob.

    Or a mob that buffs other mobs and tries to kite us requiring stuns and binds to help kill it easier.

    I wish trash just made me think and got my brain out of auto pilot.
    (9)

  8. #8
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Critical-Limit View Post
    This is why I think they should focus on making trash interesting and complicated.
    Have mobs use more moves than "generic" AoE's.

    I don't care how but if I saw a mob use "cover on a mob about to die" it would make us think twice about downing the most dangerous trash mob first and we might attack the weakest to bait cover to a less threatening mob.

    Or a mob that buffs other mobs and tries to kite us requiring stuns and binds to help kill it easier.

    I wish trash just made me think and got my brain out of auto pilot.
    I agree! One thing I loved about Guild Wars 1 was that every pack of mobs were a set of the same classes available to the player with the same skills. That meant you knew to target the Monk first (Monk was their healer), otherwise it would just keep healing whoever you target. You'd then focus the Mesmer or the Elementalist to get rid of the high damage and potential mind-numbing debuffs. Etc.. There was a bit of forethought into your pulls of what needs to down first.
    (2)

  9. #9
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Kurogaea View Post
    Enemies may have different HP Bars, though it still doesn't change the way you go about things. I can give one mob the hp of titan ex. It won't be harder, it'd just take even longer.
    It's not all about hit points. As gear scales damage does of course but so does healing, damage mitigation and all of that nerfs an encounter quite hard.
    (2)

  10. #10
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Critical-Limit View Post
    ...I don't care how but if I saw a mob use "cover on a mob about to die" it would make us think twice about downing the most dangerous trash mob first and we might attack the weakest to bait cover to a less threatening mob.
    I thought they would expand on the halatali, when you came in and saw the team of 3. Having that but more focused on certain things would be fun. Using our skills but a bit more enhanced against us. Instead of just one chain from the war mob, make it multiple, anyone who is not in melee range..pulled in.
    (2)
    Last edited by Leigaon; 03-08-2016 at 03:19 AM.

Page 1 of 5 1 2 3 ... LastLast