Guild Wars 2: fun except....

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SajuukKhar

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Sep 26, 2010
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So I got guild wars 2, got to level 80, and I can say the game is pretty fun.... except...... the dungeons, and the bugs.

The entire personal story questline is bugged once you reach level 60+, it simply breaks down, throws in new NPCs you have never met, acts like you did a bunch of stuff with them, adds in entire plot elements like a undead repelling krait orb that you supposedly found when you have done no such mission. At whats worse is that you cant get past the level 70 mission..... because the enemies don't stop respawning and you are supposed to clear out a base.

As for the dungeons, all Guild Wars 2's dungeons are, are places with NPCs that have 4-5 times the HP and damage as their normal counterparts, along with bosses with incredibly cheap moves. The dungeons aren't unbeatable by any means, they are just hard for all the wrong reasons. One Dungeon has a end boss that summons ghost versions of all of destinies edge, each ghost is strong enough to be an end boss by itself, and on top of that if you take down one of the ghosts the actual boss comes down from her perch rezes them, which is the point when your supposed to attack, and then teleports back to her perch and regains all of her health. But she has so much health that its nearly impossible to take her down when she comes down unless you take out all the ghosts at the exact same time. Whats even worse is that the ghost of Eir can 1 shot a warrior fully speced in health and defense, with max armor.

It's sad that the dungeons are just so poorly designed when the rest of the game is so good, its almost like Deus Ex HR all over again. It's like the dungeons were made by an entirely different developer then the rest of the game.
 

General Twinkletoes

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Jan 24, 2011
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I haven't met anyone who had those bug problems :/

I quite enjoyed 20 minutes or so that I did of the dungeons on someone elses character. I haven't gotten that far yet, but from watching the videos and the small bit I played it was awesome. I haven't seen the dungeon you're talking about, though.

The dungeons aren't going to be perfectly tuned yet, they'll be changed a bit to be far less cheap later on. They're just dealing with the trading post and server issues first though. If you wait a while I'm sure the cheaper elements will be toned down.
 

SajuukKhar

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Go on the GW2 Guru, there's numerous complaints from people about the level 60-70 story mission being bugged, you aren't seeing if often because 90% of the player base isn't that high yet.
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The main problem I have with GW2 dungeons isn't that there isn't same way to beat the uber-hard bosses, it's that there's absolutely NOTHING in the dungeon before hand that hints at what the trick is.

Like in the old Megaman and Zelda games, or even Half-life 2, before you fight a boss, or are given a new item, you are shown, environmentally, how to use it.
-Half-Life 2 has the junkyard level when you got the gravity gun, where you learn how to use the gravity gun, before you actually HAVE to use it in the Ravenholm Chapter.
-Megaman has enemies throughout the stage that have the bosses attacks, and when you first meet the enemies it is in a way that they cant kill you, so you have a chance to learn about it before you HAVE to know it to not die.
-In Zelda when you get a new item the first couple of places you use it are in places that failing to use it properly wont kill you.
Those games teach you how to beat the bosses at the end of a level, or dungeon, through the dungeon itself.

Guild Wars 2 doesn't have that, in one dungeon there's a golem boss that shoot nearly un-dodgeable fire attacks that burn through your hp really fast that you almost cant keep healing yourself to stay alive. How are you supposed to beat him? your supposed to use rocks they places at the VERY edge of the map to knock it down, but there's nothing in the dungeon beforehand that tells you, or hints at, that using those is the correct path, they don't even show you the boulders exist, it was by pure lack that when one of my team members retreated to regain his HP and found one and used it not knowing what it would do that we found out we could do it.

It would have been nice had earlier in the dungeon you seen some golems get knocked down by falling rocks, give us some hint without having to actually tell us "THIS IS WHAT YOU NEED TO DO", but there's nothing like that.

I don't want some tooltip telling me exactly what to do, I would just like some environmental showcase of how to do it beforehand.

I can deal with the damage sponge normal mobs, its the bosses and their incredibly cheap tricks that are the problem.
 

WoW Killer

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Mar 3, 2012
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My fear is that with the core mechanics how they are there might not be a proper way to balance the game. In other words if they took out the cheap bits the dungeons could end up being too easy. That's not a proposition, just a niggle at the back of my mind based on what I've seen. So far, the group play doesn't have a great deal of strategy or teamwork involved. The removal of the trinity is very much a good thing in my eyes, but I feel like it needs something to replace it; something fundamental to the combat that would give groups a direction to start with. However, it's all new territory and there might be something already in there that the playerbase hasn't caught on to yet.

That probably sounds a bit doom and gloom. I'm enjoying the game a lot. The whole solo PvE experience is fantastic.
 

Andrewtheeviscerator

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Feb 23, 2012
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To be fair though that's in a lot of MMO's. In Wow unless you have an add on or someone to explain it you have no idea on what happens during most of the boss fights. What they are trying to do is make boss fights more interesting than just standing there spamming the attack button, but they should do a better job of explaining it. Also I imagine they'll fix up some of the harder bosses and the bugs will get fixed.
 

BloatedGuppy

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Feb 3, 2010
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The dungeons are a little over-tuned right now. Not impossible, but difficult to the point of feeling incredibly frustrating. I do hope they can be adjusted in such a way that they keep their difficulty without feeling so brutally unfair at times.
 

SajuukKhar

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Sep 26, 2010
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BloatedGuppy said:
The dungeons are a little over-tuned right now. Not impossible, but difficult to the point of feeling incredibly frustrating. I do hope they can be adjusted in such a way that they keep their difficulty without feeling so brutally unfair at times.
It would help if the members of destines Edge that are with you actually did damage.

I have tested it in both dungeons and story missions, and, while inconsistent, allied NPCs have a habit of doing literally zero damage to all enemies.

Your missing out on help from one or two people that the dungeons are designed to assume you have helping you. So content that is designed for 5 players + two allied NPCs is being played by 5 players.

Its not a ton of damage your missing, allied NPCs are normally weak, but it would help.