Dungeons in this game are simply gorgeous. The latest undersea adventure had me in awe at times because it was so darn cool. I loved the experience. It's a shame to me that they feel like guided tours rather than harrowing delves into critical high-level threats' locations.
I understand that story dungeon difficulty needs to be pretty simple because of the dominant casual player base. I'm no amazing tank and I don't do any high-end raiding, but I don't find any dungeon to be remotely difficult at all. Like, it's almost insulting to me how not-punishing the content is. Even with sprouts, you pretty much have to try to wipe. I can pull wall-to-wall to get some respectable level of incoming damage/excitement but then it feels like the trash mobs are more deadly than the custom bosses they spend so much time animating. Even then, wall-to-wall is still not hard. AOE rotations being three buttons and no enmity problems add to the drudgery here. Tankbusters from bosses barely do anything when you mitigate them. It feels very incongruent with the visuals. I don't feel powerful, I feel like someone is letting me win.
You don't even need guides because of the great work the dev team has done at communicating what the mechanics are doing and how they will damage you. I honestly feel like the simple difficulty does a massive disservice to the dungeon side of the game and ruins intrinsic motivation to run them. Relying solely on extrinsic reward is a bad thing long-term.
People hate on dungeons like Aurum Vale because its supposedly difficult or punishing. Its a little less linear and you actually have to think about some of the pulls. How is that a bad thing? With new players, you just take it a bit slower... that's all. Wipes are rare!
This is all to say: could we get some difficult dungeons please? There's a lot of great resources already there. Maybe we could just get "Extreme" versions of dungeons that already exist with some of the numbers tuned to be more punishing? I would love to have to solve problems when running dungeons. Right now, it just feels like autopilot, even when trying something new. It's always two to three packs in a linear line, then a boss. No variety in engagement whatsoever. I don't even have to interrupt stuff because interuptable mobs barely do anything anyways!
~ A casual player.
submitted by /u/Talmidim
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I understand that story dungeon difficulty needs to be pretty simple because of the dominant casual player base. I'm no amazing tank and I don't do any high-end raiding, but I don't find any dungeon to be remotely difficult at all. Like, it's almost insulting to me how not-punishing the content is. Even with sprouts, you pretty much have to try to wipe. I can pull wall-to-wall to get some respectable level of incoming damage/excitement but then it feels like the trash mobs are more deadly than the custom bosses they spend so much time animating. Even then, wall-to-wall is still not hard. AOE rotations being three buttons and no enmity problems add to the drudgery here. Tankbusters from bosses barely do anything when you mitigate them. It feels very incongruent with the visuals. I don't feel powerful, I feel like someone is letting me win.
You don't even need guides because of the great work the dev team has done at communicating what the mechanics are doing and how they will damage you. I honestly feel like the simple difficulty does a massive disservice to the dungeon side of the game and ruins intrinsic motivation to run them. Relying solely on extrinsic reward is a bad thing long-term.
People hate on dungeons like Aurum Vale because its supposedly difficult or punishing. Its a little less linear and you actually have to think about some of the pulls. How is that a bad thing? With new players, you just take it a bit slower... that's all. Wipes are rare!
This is all to say: could we get some difficult dungeons please? There's a lot of great resources already there. Maybe we could just get "Extreme" versions of dungeons that already exist with some of the numbers tuned to be more punishing? I would love to have to solve problems when running dungeons. Right now, it just feels like autopilot, even when trying something new. It's always two to three packs in a linear line, then a boss. No variety in engagement whatsoever. I don't even have to interrupt stuff because interuptable mobs barely do anything anyways!
~ A casual player.
submitted by /u/Talmidim
[link] [comments]
Continue reading...