I am not entirely sure if you are agreeing with me with an example, or arguing against what I said?Taking an example from Blade And Soul, the game rewards the players with speed runs if they know the dungeon layout and how to safely transverse the area with the game's windwalking, gliding and wall running. You can skip trash mobs and sections of the maps if you're knowledgeable enough to know which routes are safe, and how to maneuver that you don't aggro the gunners (which more or less one shots you). Sure you can say "people will always go for the fastest route." It's not a good excuse to withhold game design if that was the case, espesically when said fastest route has a bit of a gate behind it and isn't immediately accessible (compared to below) unless you had prior knowledge of the game/dungeon already.
Here, you speed run a dungeon by doing mass pulls, which isn't allowed by dungeon design, but the fact that most players are overgeared for the dungeon by the time it's already release and how undertuned tank damage is (espesically if healers are able to stand idle or dps). There's no sense of exploration for extra treasures; Compare Sastasha or Corn normal to Anti-hallway, the former has multiple dead ends that contains some potions or damaged gear for crafting (which are relatively strong for that level), the later has chests that are literally on a linear path and contains gear.
That said, I agree with your points, it's a weird system we have.
I like the dungeons overall, but with one big caveat: they are way too easy to heal. My main class is scholar and these feel like the easiest set of new dungeons I have ever experienced in this game. Leveling up to 60 was much more challenging. The difficulty feels like it's already the end of the patch cycle and I've geared up.
These dungeons are designed for daily grinding. They're meant to be super simple to avoid frustration when you get stuck with a bad group.
This, completely. I can DPS more comfortably in the new dungeons than I can in PS or SMA, which is... odd. I wish they were more challenging.I like the dungeons overall, but with one big caveat: they are way too easy to heal. My main class is scholar and these feel like the easiest set of new dungeons I have ever experienced in this game. Leveling up to 60 was much more challenging. The difficulty feels like it's already the end of the patch cycle and I've geared up.
And though I love Calcabrina, I find the last boss in LCoA really, really boring. It has practically no good attacks, no mechanics to watch out for (bar the dull "step in the circle" part), nothing to keep you on your toes - it dies and revives, and that's it. It feels more like a first boss to me. I spend 80% of the time DPSing.
Overall I was disappointed in them. Lost City was enjoyable I admit but it wasn't much of a threat and sadly same goes for Anti-tower. Anti-tower looks amazing and I loved the visuals but I would like to actually have the option to explore. I know its an mmo and been beaten to death but I'd like the option to go in with a willing party and explore like a real game dungeon. Give me twisting paths, alternate routes or just random stuff to find that people who do enjoy the lore could find, say looking over the edge of what would be a pit to see a ledge that most people would just run past.
I am well aware of the whole "They will always pick the fastest path" then give us an option to do it in a way. Do we take this extremely quick path that is either a jumping puzzle with moving platforms (that at least 2 people need to cross to allow others safe passage) or a difficult or interesting mini-boss or take the longer "safer" route with more trash mobs. Just anything to change it from A Trash -> Boss -> B Trash -> Boss -> C Trash -> Final Boss
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